2 keys at once My code doesnt detect 2 kest at once.I want to press an arrow key and spce bar. In .net the below code does do this but in flash if I hold down an arrow key and press space bar the arrow key event will stop working.
I am doing a Flash game for school with parallax scrolling. Though I am going a much simpler way of the art, I am having one major error. My error is that when I stop pressing the Up Arrow Key, my ship does not move. All that my ship does, is sit there doing nothing, except for the following; exhausting fuel and showing the flame animation. Detecting if the Up Arrow Key (evt.keyCode == 38), I have tried both code below:
It is an usual code to listen the key presed on the keyboard. For some reason, I cannot detect any letter-key exept letters "w", "x", "d" and "J". I tested it on a different computer and results are the same. It is driving me crazy. I am not sure what is the problem.
I'm developing a little game. I use the following code to detect the keys pressed by the player:
[Code]...
Basically the shootKey will be hold down by the player almost all the time. And the changeColorKey will be pressed very often but not hold down. While testing I noted that holding the shootKey and the right arrow down, the onKeyUp events for the changeColorKey don't get fired. Holding the up or down arrow key instead of the right arrow has the same effect. If I hold the left arrow key the events get fired. Why does it occour? Is there something wrong with my code?
I understand that this class allow the script to detect when keys are pressed in combination.
But what is exactly the implementation when a key is used both in single and combination states. Let's say that you've the "q" key used alone and "shift-q"...how would one proceed to achieve this detection?
When I try and detect the letter keys while TESTING the application in Flash CS4, instead of sending the keycode to the flash player, it goes to flash and selects the toolbar button. For example if I push "R" the rectangle tool would be selected even though my application is running on top of flash. The app works fine when put on a website! Would be nice to use the keyboard while testing.
I am trying to make the password login and would like add this feature to my website and don't know how to do it.
I wrote the code below to detect the Caps Lock but it couldn't detect the cap lock at start up.
if(flash.ui.Keyboard.capsLock){trace("CAP WAS ON")}else{trace("CAP WAS OFF");}; The result for this code is always return "false" unless I put this code in the eventlistener and have to press the keyboard
I have a custom component, containing a List displaying items from an XMLListCollection:
[Code]....
Also if I click twice, only 1 mouse click will cause my custom event to be dispatched (because obviously there is no change between the items). how to make my List only react to mouse clicks? UPDATE: Yes, I've tried using "change" event for the List before, but then I have the problem that it is fired, even if the List scrollbar is clicked.
Within my application I'm using a Scroller component. I can't seem to figure out which event I should set up a listener on in order to know when content is scrolled. I tried Event.CHANGE on Scroller.verticalScrollBar property but apparently that event doesn't fire when the user scrolls with a mouse wheel or arrow keys.
I am trying to quickly publish a simple game in which the user has to cross through an intersection without being hit by another car. Both roads curve, so the movie clips each consist of a child movie clip symbol moving along a path on the timeline. The User's movie clip plays when the user hits the space bar, and the other movie clip is initiated everytime the main timeline loops. The user has to carefully time his spacebar so that the child movie clips do not occupy the same space on the stage at the same time.The target path to the user's car is: parkingQue.nextCar.playerCar (actually a child of a child)I am attempting the following code, but naturally it doesn't work:
parkingQue.nextCar.playerCar.addEventListener(Event.ENTER_FRAME, crash); function crash(event:Event):void {if (parkingQue.nextCar.playerCar.hitTestObject(northBoundCar.northCar)) { trace
I have an actionscript app which needs to use SharedObjects. I see how if the user doesn't allow the Flash Player to access local storage, the security settings panel automatically pops up and asks for user input.
My problem is that my app runs with a 1x1 pixel stage, because it doesn't display anything. So the user will never see that panel and the program will seem to hang.
What I want to do is to somehow detect that the user doesn't allow the Player to access local storage so that I can open a new window large enough to display that panel.
The only way I've been able to detect this so far is to try to call SharedObject.flush() and check the return value, but that displays the settings panel.
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 decided to try to use setInterval for myanimation, which is just a mouse trail.However, I'm trying to get teh mouse trail to be a dynamic mask.In my previous swf this was achieved by using a holder mc with the animation inside and then using this as the mask. But this time I just canpt seem to hit on the right way to get it to work. The code I am using for the mouse trail is:
Code: var i:Number = 0; var myInt:Number; var t:MovieClip;[code].....
in the function, but now the trail doesn't resize and the mask still doesn't work.
My code doesnt detect 2 kest at once.I want to press an arrow key and spce bar. In .net the below code does do this but in flash if I hold down an arrow key and press space bar the arrow key event will stop working.[code]
in AS2 how would i use the down arrow key to make the timeline play? at the moment i have this and i presume i need to put something after that to make it play. [code]but i presume this is totaly wrong because the "stop();" doesnt stop the clip when the "if (Key.isDown(40))" bit is after it.
is it possible to set the state of keys rather than just read them in AS3? I am particularly interested in setting the state of the CAPS LOCK, NUMBER LOCK and SCROLL LOCK if possible i.e. toggling the LED state.
The objective is to get the fox - by using the arrow keys - to move around on the stage and when he touches a duck the duck should disappear of the stage. The duck has a motion tween on it, to make it fly.Also if the fox touches one of the traps he should make a sound - using the redfox.wav sound in the library and disappear off the stage.I have this code on the actionscript timeline //Program to generate a set number of traps
//Declaring Variables var numOfTraps:Number; var movieWidth:Number; var movieHeight:Number; var counter:Number; //setting variables values for traps numOfTraps = 6 movieWidth = Stage.width; movieHeight = Stage.height; //Program to generate a set number of traps //Declaring Variables for (counter = 7; counter <= 13; counter++){ //Place 6 traps on the stage [code]....
I have done up a flash demo which uses the computer mouse to navigate. Now instead of using mouse, I want to use keyboard (arrow up, down, left, right) to highlight buttons and then hit "enter" key to click the button.
I have a really strange problem. I've made a custom class that listens for keyboard events such as key presses (I use it in order to navigate in an interface). When I test my file in Flash (using 'command'+'enter') all key presses work as they should. However, when I publish the file and starts the projector (or the swf for that matter) one key ('g') isn't doing what it should!
I'm learning Flash and Actionscript and playing around with some different features. I have an MC of a car and have coded them arrow keys to move it left and right and the up and down keys to adjust the speed. It also flips the MC horizontally based on which direction is pressed. There is a startover button that goes to the beginning of the timeline, and a back and next button.
Everything works except I have to click on the stage to get it to recognize the key presses. Once I click the stage it works fine. If I go forward and come back it won't work until I click the stage again. I THINK it was working correctly last night, but I was playing around with some of the images and code this morning and realized it wasn't working right anymore...or maybe I just didn't realize I was clicking the stage last night.
Here's my script:
Code: stop(); btnStartOver.addEventListener(MouseEvent.CLICK, StartOver97); function StartOver97(event:MouseEvent):void {
I am trying to get a keyboard input why my game is playing. So here is my code below. Thing is, only certain keys are coming up in the trace. So if I press the a key, nothing happens. If press the d key, I get the trace. Only a handful of the keys are registering... why?
Code:
function PowerUps(e:KeyboardEvent):void{ var holdout = getTimer(); var theKey:String = String.fromCharCode(e.charCode); //the key code the was pressed
I'm building a simple app where an image displayed changes based on which image is selected in the combobox. Pick a different image in the combobox, the old one transitions out, the new one transitions in. Easy, right? So while the transition is taking place, even though I disable the combobox (.enabled = false, and I remove the Event.CHANGE listener for the combobox, I can still scroll through the combobox's options with the up/down arrow keys. I'd like to lock that ability out temporarily
I have a file set up with a movie clip moving from side to side by itself and when it reaches the end of the stage it goes back in the opposite direction.[code]I know want to control the movie clips movement with arrow keys, just left and right so that it would stop when it reaches the edge and will only let me move it the opposite direction.I guess I'm just trying to set up a sort of template.