ActionScript 3.0 :: Make Something Trigger Once On Keypress?
Nov 27, 2009
the CTRL button in this game is doing two things:if movieclip is visible, then turn it off.if movieclip is not visible, then turn it on.however, if i hold the CTRL button pressed, it will trigger over and over, turning the movieclip on and off on and off on and off and so on.how should i fix this problem?[URL]
I am attempting to create an interactive piano. Right now, I have my keys layed out and each key is a button. On the down frame of that button is where the sound plays. What I want to do now is to allow the user to press a button and when they do so, the down frame of that button will trigger, thus playing the sound.
I've been working on a sniper game which is coming out terrific. But to make it better, I need to get this Zoom to work. What I'm trying to do is whenever SPACE is held down it will seem as I am zooming into the background, and whenever its released it will go back to its original zoom.
I've tried _x & _y scaling but I dont know what I'm doing wrong.
I have my scope's instance name as "scope", and the background as "bg1".
I've got this piece of code which is basically a start button that reacts to being clicked on. I'd like to change that into starting the function by pressing Enter on the keyboard. I'm having trouble figuring it out since the code is already in a function. How do I make it react to keypresses?
I have an mp3 in a website, and i want that after the music as played for 11 seconds an image appears. So, can i make a trigger event in the mp3 so that after 11 seconds of playing the mp3, my image would show? I dont have the mp3 in the swf. It loads externally..
Code: stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeys) function checkKeys(event:KeyboardEvent):void { if(event.keyCode == 48) {
[Code]....
When I press the '0' key it makes the movie play. When I click the actual button it also makes the movie play. But how do I make it so that when I type '0' the overstate of the button becomes activated? In this way keyboard detection and mouse_down would work together.
I am using the Button component (the one shipped with CS3) inmany places in my AS3 project. I am coding in .as files, not on thetimeline.I have skinned the Button to use the colors I like. Now Iwish to "skin" it so that all instances generate a rollOver sound,and I'll be darned if I can figure out how.I know I can listen for ROLL_OVER events in each Buttoninstance. But I have many many Buttons and it seems kludgy to addthat same code to every class I have which tracks a Button. I amhoping there is some way I can make *all* instances of Buttonrespond to rollOver the same way. I am hoping it is likesetComponentStyle or changing the skin for the Button; I can do itin one place and it works everywhere.I guess I can listen on the Stage level for bubble-ups ofROLL_OVER, trap those that come from Button instances, and handleit from there, but stagewide listeners also seem a tad kludgy
Im looking to make the brightness of footage being captured by a webcam as a trigger to start or stop an event or animation. basically when the brightness being captured by the webcam goes below a certain level a layer will be effected and when the brightness goes back above this level it will revert back to its original state.
how do i make a button trigger a movie clip that targets specific coords? I'm building a map and when a button is click it goes to a defined point. right now it jumps to the coords, but i'd much rather it smoothly move instead. the other thing is that i would like it to move from whatever point it is currently at.
I'm trying to achieve something that I'm sure it's not that complicated, but unfortunately I have not clue how to do it.I have created some text fields. And what I want to do, it's that when the user clicks onthem, in order to start writing, I want a specific movieclip to dissapear.This could be achievable if I knew how to make the textfield behave like a button; but I don't know what code I need for this, as onPress it's not working at all.
I have an application done in flash- on the main Scene Level, everything has only one frame but I have MCs and the like that are triggered by actionscript.There are quite a few nested functions on the main actions layer as well as an "onEnterFrame" function that reloads XML data in the background, etc... but that is not the problem.
The problem is, that at one point, I am calling a few MCs that kind of close up a section of the page like blinds- and then I want a text to appear ontop of that now closed area... but if I just write...
...it all happens simultaneously, of course.I guess I could check for "BlendeT1"'s (or T2's) current frame (since it's an MC)... but how do I wait while that MC runs / until it reached a certain frame? How can I keep the rest of the actionscript in the main function from continuing?
What I'd like it to do is find out what key was last pressed and then based on which key it was, go to a specific frame of guy_mc. So basically if the left key was the last key press I want it to go to frame "Left", if right key was the last, go to frame "Right," etc. I'm completely lost on this one and every tutorial I come across is based in AS2 which has much simpler methods than AS3.
Code:
//listen for guy_mc to see if all keys are up guy_mc.addEventListener(Event.ENTER_FRAME, allKeys); //if all keys are up...
I've made a popup div that shows a video if you press a button. If you press Esc, the div is hidden again and the video is removed. (Using JWPlayer in Flash.)
If you click on the JWPlayer video, Flash gets the focus and JavaScript can't listen for keypresses on the document anymore. Is it possible to make JavaScript get the focus after you've interacted with the JWPlayer video player, so that you can still press the Esc button after for example pausing the video?
I'm working on the timeline and have movieclips on each frame. Each movieclip should play completely before moving to next frame. Once the movieclip is completed playing, I'd like to set up a keyboard event that allows for movie to go to next frame onKeyUp.This is the code I have but it's not working ... I'm getting jumbled results. I know this should be simple enough, but oh well.
stop(); import flash.events.KeyboardEvent; var keyListener = new Object();
I'm using Flash CS3 (AS2.0) at school on a mac, but when I open the file on CS4 on my pc I can't get my keypress to work.[code]I want my animation to happen when I push "t" on the keyboard.I have the whole alphabet to go through but I'm stuck since I can't even get this first one to work!Do I have to convert it to AS3 somehow since that's how it opens in CS4 (I think)?I'm new to Flash and need to figure this out for a course project!
I'm developing an application for use on a tablet PC where the user has the option to make multiple selections with a List Component. I need the ability to simulate the CTRL key being pressed since the keyboard will most likely not be available so the user can select and de-select items from the list. I will most be attaching the code to a button that will open the List component.
I had an old version of air which loaded an swf that runs an as2 swf using as3 The as2 swf included keypressing and regular as2 stuff. I just installed the new version of air and exported the AIR file again Keypresses don't seem to workhow to fix this?I thought about exporting to an older version of air but I have no idea how since the only option I have in CS5 is 2.0
I have a viewstack which implements a 'wizard' interface for doing new orders. On the last page of the wizard, there is a button, with a fake accelerator on it, by which, if they press 'o', they can start the process over again.
Below is my handler:
protected function _keyDownHandler(e:KeyboardEvent):void { if((e.charCode == 111)) {
[Code]....
The problem is that when the user gets back to page 1 of the wizard, the 'o' the user just typed is now entered into a datagrid filtering textbox (filter by last names starting with 'o'), which is not what is desired.
As you can see, I've made some attempts at forbidding this interaction, but it appears to be not enough, even though the model.orderNew() bit contains all the code to swap the viewstack pages around, re-setting the focus to the txtSearchFilter, etc..
It appears that e.cancelable == false, which is probably why I'm getting this behavior..but the documentation says that KEY_DOWN IS cancelable, so..
How can I keep the keypress from propagating to the form ?
ive started a game in as3 and everything has been going smooth. got my character running around. have an array set up with all different types of variables inside for different things like floor, walls, doors, etc etc. theres only a couple things i want to clean up before adding npc's. im having a problem with my jump function. basically, i have my keypress' set up in booleans and its working A OK. But the problem is when u hold the jump key the function keeps running over and over. I tried the obvious by adding the function to an if statement to just the keypress and not the boolean but it makes the function only run partially and leaves the character floating in the air until you hold the key down long enough for the character to land again. so basically i need the function the run all the way through and stop and wait for another keypress so even if you hold the jump key, the character will only jump once.
i think i may have to create something other than a boolean. or maybe a class with a timer that is called on the keypress. am i even close?
So i know that the flash object needs to have focus in order for the key event to fire, but i am having an issue where i click a button in the flash window and the events stop firing.The button activates a box2d world and i don't know if that has anything to do with it. but as soon as i hit the start button, the key events no longer seem active until i click again.
I know this sounds really simple, but is there any way I can implement a key press to a function, I know this is wrong, but you've got an idea then:butmute.keyPress("m") = function {
I have recently made a piano in CS3 using AS2. The basic idea is that you can both click on a piano key and click on a key on your keyboard to hear the sound that particular key makes.Everything works just dandy apart from the fact that the sound doesn't seem to work at all.Below I have posted the action script (the comments are in Dutch) perhaps you'll need the FLA file as well.
Code: stop(); //Maakt een sound object en verbind het met de piano movie clip op de stage
I'm trying to do something like this, but keyRelease doesn't exist I think. on (keyRelease "<Right>") { nextFrame(); } I just want it to go to the next frame on the time line when the right key is released.