I decided to pick up a copy of O'reilly Actionscript 3 Cookbook today, and I have been going through. One of the first examples it has for keyboard events is:[code]But for some reason it will not work. According to the book stage.focus = this; is all you need for keyboard events to work, am i doing something wrong?
Just using the script below to output the key that is pressed in the output but I get the "Cannot access a property or method of a null object reference." warning on the addEventListener line, which I assume is because of the "stage" var. How do I correct that?
Is there a reason why a keyboard event listener would not work if the flash is embedded in an HTML? The rest of my game is running fine in the background, but I can't launch the movieClip "nextCar." My code is below, if that makes any difference...
function goNow (event:KeyboardEvent): void { thisOtherKey = event.keyCode; if (thisOtherKey == 32) { nextCar.gotoAndPlay(2); parkingQue.play(); tries++; }}stage.addEventListener(KeyboardEvent.KEY_DOWN, goNow);
Im trying to make a game at the moment, with a little character who runs around the screen. To do this i have keyboard event listeners on the character.I have an inventory which opens when you click a button, and has number of things to click on.My problem is that when i close the inventory, by clicking the close button, my keyboard event listeners no longer work on my character.
Keyboard events also dont work on the stage at this point, and i cant understand what i need to do.Its as if nothing has focus anymore for keyboard events. Mouse clicks still work fine.
I am trying to learn JavaScript and I am wondering whether JavaScript has a event listener just like ActionScript's ENTER_FRAME. Basically, I want this event listener to listen "all the time" not just wait for any particular instance (mouse click, keyboard event) of event.
i have a question to ask about asynchronous key controls This was what i did
[Code]...
and i checked with [URL]...?newspage=6249 and it looked more or less the same, so why is it that when i move my character and when i hold down a key, it just keeps on listerning to that keypress event listener, instead of just executing the other event. So say, i tap left and after which i tap right, it will work just fine, but if i hold left and tap right, the event listerner will still be listening to the left key. So, i was wondering could anyone point me in a direction as to how should i make my code stop listening to an event as soon as another event has been dispatched?
I am doing this inside a module containing viewstacks and their childs.Calling onInit() on creationComplete of module.When I am inside one of the childs of a viewstack of this module and press Enter, it doesnt not invoke the listener function at all (bp inside this does not get hit).
private function onInit():void{ this.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); }[code]..........
When game starts, the car runs automatically. Then we click the SPACE button, movement of car stops. And the door of structure near car is available to CLICK.
But in coding I got this error code:
TypeError: Error #2007: Parameter listener must be non-null. at flash.events::EventDispatcher/addEventListener() at shfg_fla::MainTimeline/key_pressed()
This is some part of my game code...
case Keyboard.SPACE : removeEventListener(Event.ENTER_FRAME,car_movement); --street_mc.bluehome_mc.door_btn.addEventListener(MouseEvent.MOUSE_DOWN,door_ready)
I have a question about making a function for two different kinds of event. It's not critical but I would like to reduce my lines of code and just be more efficient. Basically I have a button on the stage called "Enter". I also want the user to have the option of hitting the enter button. I don't have a problem making these two separate handlers for these events (i.e. one handler for the KeyboardEvent and one handler for the MouseEvent):
how can you switch the mouse event with keyboard event in the folowing example:
Code: var qno=0;var rnd1; var rnd2; tick.visible=false;cross.visible=false; var right_answers=0;var wrong_answers=0;
[Code]....
i know that u have too define key up and down functions and in the beginnig give the keys we are using the false value, but how to make it that after i pess of a key you cant press in again unless you go to the next question that is the enable_disable in the following code. How would that function looked in case of keyboard event
Im in the very start of trying to make a little game. he problem is when you hold down the up arrow(speed) + left arrow(left turn) + space bar(brake). But the same combination, just changing the left turn with a right turn(right arrow), that works. he code is boat badly written and partly in Norwegian, sorry, but here it is:
I have a Game swf that uses keyboard Listeners. They workjust fine when the swf's played directly. HOWEVER, after the Game'sbeen loaded into a parent Preloader swf - which is playing from anhtml - , the keyboard Listeners don't function at all.In the Keyboard Listeners do I have to reference the parent?
I want to differentiate the LEFT SHIFT key on the keyboard from the RIGHT SHIFT key. The code below will do that on my PC Laptop but not on my Macbook Pro. Someone knows a workaround or the reason why?
Marek PS: the sample code below is not from me. PPS: when I trace event.keyLocation I always get 0 no matter which SHIFT key I press.
ok so i am trying to change a boolean with a keyboard event
my code is this:
Code: stage.addEventListener(KeyboardEvent.KEY_UP, keyPressed); function keyPressed(evt:KeyboardEvent):void { if (evt.keyCode==Keyboard.SPACE) { if (!gamePaused) {
I am creating a game where you have to use the up and down buttons on the keyboard to avoid movie clips. For some reason it won't register when i press the keys down. Here is my code:
I'd like to arrange things so that I have a chain of keyboard event handlers in my flex application, all of whom are queried when key down events occur. Basically, when a visual component is on screen, it is a candidate for handling a key press event. Something like this (clearly this is pseudocode):
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.
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:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown); This is the function that gets called: public function keyDown(event:KeyboardEvent):void
Tracing the keyCode for the 'a' key (65) only works once for KEY_DOWN events and sometimes KEY_UP behaves in the same way, making development a pain when trying to do things quickly.
Clicking on the stage makes it start working, but why is it just the 'a' key that is affected?
This is on a new MBP running OSX 10.6.5, Flash version MAC 10,1,102,64
[URL]
The issue can be reproduced every time with this code:
I have a button on the stage called enterCostBtn that when it is pressed it executes the code inside the calculateCost function. What I want to do is to be able to use the ENTER key on my keyboard to trigger that function. In other words I would like to be able to use the ENTER key or click directly on the enterCostBtn to trigger this function.
Code: enterCostBtn.addEventListener(MouseEvent.CLICK,calculateCost,false,0,true); function calculateCost(event:MouseEvent):void { var material:Number=Number(Material_txt.text); var labor:Number=Number(Labor_txt.text);
I'm an artist, not a developer, but I work with various media. I am so~so with AS3 and JS and a total noob with PHP and databases.Anyway, I am writing a Class based on keyboard events and I am finding that if the keys are hit too fast the triggered events don't complete.I'll explain further:I have a picture broken into parts (a red background here, a blue stroke there, and so on). Each one of these elements is a Library Object, and they are all set to alpha=0, and each one in turn, is tied to a key on the keyboard. When the key is struck, the picture element goes to alpha=1, plays a sound, and starts tweening back towards alpha=0.
Code: public class TypedImageV4 extends MovieClip { public function TypedImageV4() {
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.
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
I've decided that while playing a guitar via mouse click may sound cool I think it'd be better to wire the notes up via keyboard. And I have hit a snag that I don't understand.
This is gonna be one howling cool app. I've recorded the pentatonic scale in a regular bluesy amp effect, and I've got a shredding metal-like amp effect recorded ready to go, as well.
I need to trap keyboard events. My code works OK in test mode (ctrl + enter), but not when I run the swf or projector directly on the desktop. My project is going on CD, not in a browser, and the only thing on the stage is an instance of the FLVplayback component. And while I'm at it....does anyone know the code to simulate clicking the windows Restore button? That's what the keypress is for. My client doesn't want the video running in real full-screen; they want their users to click the Maximize button, so they'll see the title bar, then press Esc to restore the window, again.
Most flash games and interactive animations that use keyboard events are made to respond in different ways to different keys.I am working on games for toddlers, who basically just bang on the keyboard indiscriminately. The trouble I'm having is setting up keyboard eventlisteners (key_up) that each perform different function.We're talking games like: when key pressed, ducky dances; when key pressed, doggy dances; when key is pressed, ducky and doggy go to sleep. I've attempted removing the listener before adding the next one:
stage.addEventListener(KeyboardEvent.KEY_UP, doSomething); function doSomething(evt:KeyboardEvent):void {make it do something;
I am trying to write a keyboard event listener so that when I press a specific key it controls the time line. Below is working code for when I press "enter". How would I make it work if I pressed "Q"?
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.
I want the user of my game to be able to press the Space bar and be taken to a new scene. I know how to do this with a button, but I can't figure out the code to use for a Keyboard event.
how to make pressing the spacebar play a new scene?