Cancel Action That Takes Place On KeyPress After Key Is Released?
Jan 18, 2009I'm using the on(keyPress "<LEFT>"){}I need to know how to cancel the action that takes place on the keyPress after the key is released!
View 2 RepliesI'm using the on(keyPress "<LEFT>"){}I need to know how to cancel the action that takes place on the keyPress after the key is released!
View 2 RepliesI wondering if there is a way to cancel a button's onPress action.For example on my button I have the following:
Code:
on (press) {
startDrag(this, false, 384, 2.5, 384, 70.5);
}
[code]....
However if you press the button and roll out with your mouse button still held down it will continue to drag even after you release the mouse button. It then won't stop dragging until you roll over and then out of the button.
To correct this I was wondering if there is a way to call the on(Press) action and stop it OR to activate the on(release) or on(rollOut) actions OR a way to activate "stopDrag();" when the user rolls out even if they are still holding the mouse button down.
I'm having my first go at creating a custom component that lays out items in a grid. I have made a selection of inspectable properties accessed though getter/setter methods. Some of these parameters are dynamic, and change when the user resizes the component or changes another linked value. Is it possible to make the parameters panel update with the new values when a change takes place. Without this, the user will not have accurate feedback on the values stored in the component. Does anyone know if this is possible (or difinitely impossible)?
View 1 RepliesThere is any way, any cody or anything that can make an action or function take place when a sound reaches a specific second?? For example I have a sound file, when it reaches the 15 second, I want the _root.play(); action to be executed
View 1 RepliesThere is any way, any cody or anything that can make an action or function take place when a sound reaches a specific second??For exampleI have a sound file, when it reaches the 15 second, I want the _root.play(); action to be executed
View 1 RepliesI'm actually not even sure if this old file is AS2. It might be AS1?Anyway, this works to detect if a key is pressed:[code]But I want to detect if a key is released. This does not seem to work in whatever version of AS this old file is.[code]Also this does not work to detect if a button is down:[code]Even though flash seems to recognize these as keywords.Is this version of AS just too old to detect if a key is released or is there a way to do it?
View 9 RepliesThere is a button release command but I can't find one for key release. I am building a slider which is operated by pressing and holding a key. I am using the setInterval function but I need to cancel as soon as the key is released
View 6 RepliesI need a blue box with "man" typed into it made into a MC. (can do that bit).Which when I move it around on a startDrag command needs to change to "woman" in a pink box when it encounters a hitTest with other stationary words on the stage.I obviously need to stopDrag when the mouse is released.Is this about an MC inside another MC?
View 14 RepliesI heard somewhere that the introduction of CS4 released some new AS3 features that Flash CS3 didn't have. I haven't been interested in learning what they were until now. Is this some mistake on my part or did they really release new features?
View 4 RepliesIn AS2, how do i check when the enter button has been released?[code]...
View 1 RepliesHow do i check when the left key is released?
View 11 RepliesHow to make this smoke effect work without mouse input. I am trying to have it spill from the end of a cannon, & my attempts to modify the position have resulted in all my bitmaps shifting. I changed this
doTrail(_root, _xmouse, _ymouse, currentBitmap);
To this
doTrail(_root, _x=80, _y=100, currentBitmap);
[Code] .....
how can i duplicate a movie clip and then place it on a certain place on the stage
View 5 RepliesI made a gallery, and i have 5 buttons. For each button a movieclip plays (a fade efect from 0 to 1 alpha). The movie is shown as long as the mouse button is held down, by having the scene return to the starting frame which has no movie clip. The problem is that if the mouse is within the movie clip when the button is released the movie freezes until i click another. More precisely it doesn't go to the first frame. How can i fix the problem?
View 9 Repliesthis is old and I used to know but forgotten over time. How do you scroll an image across to a certain point when a button is released?
Preferably with easing.
I've used .x = and .y = with the position I want and the pane continues to show up in the top left corner instead. What am I doing wrong?
View 2 Replieshow can we place hundreds of instances of one movieclip on different place?
for exemple, pacman:
how should i code the placement of all the money?
i would go:
_root.attachMovie(
_root.attachMovie(
_root.attachMovie(
but that's not the good solution is it?
there must be a code to do that without hundreds of lines of code.
When you click and drag with the mouse, it gets dragged along, constrained to the x axis (left and right only).When the mouse button is the released the object keeps going at that speed and direction, the slows to a stop. If the unpressed mouse is the moved, the object DOES NOT change direction to follow the mouse.The object does not respond to or in any way follow the unpressed mouse; all it does it come to a stop when the mouse is released, as described above.
View 2 RepliesThere doesn't seem to be a way to access stack traces for a released version of a Flex app running on a generic user's non-debugger version of flash. I can still get access to the error number, but that's just not good enough in some cases.
Was wondering if anyone has any tips on how to approach this. All I can think of is logging as many events as possible in some buffer and then dumping that to the server when a crash happens. I've implemented this and it's ok but, unfortunately, adding logging all over the place doesn't seem very practical if your code base is reasonably extensive. But maybe there's a catch all way to log all sorts of stuff in some simple way that I have not thought of - some sort of centralized listener? Or maybe some other approach?
Will take any advice (although ideally skip the "you should test your app before you release it"?).
I need a code that runs a script if the key "LEFT' is released, but in an ON handler, not in an IF.
View 9 Repliesits been a while since ive been on. i want to tell flash to make an mc's alpha = 0 unless any button has been released. im trying someting like:
if (button has not been released) {
_root.container.ref._alpha = 0;
}
[Code].....
In the setOne_mc I have three buttons close_btn, min_btn and max_btn....I want the movie clip to be removed from the stage if close is released.I seem not to be conecting with the buttons...the clip appears on the screen.
menuBar_mc.dropMenu_mc.subMenu01_mc.onRelease = function() { holder_mc.attachMovie("setOne_mc","setOne_mc",2,{_x:0, _y:0}); halt();};holder_mc.setOne_mc.close_btn.onRelease = function() { go();};function go() { this.removeMovieClip();}
function halt() { menuBar_mc.dropMenu_mc.subMenu01_mc.enabled = false; menuBar_mc.dropMenu_mc.subMenu02_mc.enabled = false; menuBar_mc.dropMenu_mc.subMenu03_mc.enabled = false; menuBar_mc.dropMenu_mc.subMenu04_mc.enabled = false; menuBar_mc.dropMenu_mc.subMenu05_mc.enabled = false;}
I have a contact field...is there anyway that I can have the eMail input field be verified when the send button is released?
View 3 RepliesI am trying to have flash listen for a loadClip event when a button mc called portfoliob is released. When the loadClip event is triggered I'd like flash to then create another MC called container2 and load a .swf called pmenu. I understand the logic behind it but for the life of me I can not get it to work.
View 2 RepliesCode:
_root.navigationMC.onPress = function() {
startPreload("blue.swf");
}
If I wanted to change an action from a button click to a frame-based action, what do I use instead of onPress? The hints from the AS editor are all click-based.
I have a slideshow that is looped ... it contains 5 slides.I am using a gotoandPlay action to control the slide show.
on (release) {
this._parent.gotoAndPlay("98");
}
There is a fade transition between slides.When a button is released ... I want to gotoandPlay (frame 98) ... and then have it stop 10 frames later on (frame 108). Frame 98 includes the transition ... if I just gotoandStop on frame 108 ... I loose the transition.Is there any way to incorporate a stop action, after a gotoandPlay action on my button ... without naming instances etc.I.E.
on (release) {
this._parent.gotoAndPlay("98");
STOP ON FRAME 108 INTEGRATED HERE
}
Everything I have attempted is not working.
I just want to make a simple button action using actionscript 2 but I can't get it to work! I'm sorry for even asking but I've been at this for too long now for it to not work I'm using Adobe Flash CS4 and I do the following --
File -> New Flash File (ActionScript 2.0)
Insert -> New Symbol
Name - test
Type - button
Export for ActionScript
Identifier - test
And then draw it in using the keyframes and add the code to 'Actions - Button' for my button
Code:
on(release) {
trace("trace");
}
I click on the button and it animates but no action event in the trace?
How can I get an action to follow another action when a button is clicked? When a button is clicked, I want the timeline to go to a certain frame and play and when it's done playing, to go to another frame and play. I basically want two actions in one function.
[Code]...
i want to do this:
on (release) {
_root.nextMovie = "externalmovie.swf";
_root.cover.gotoAndPlay("close");
[code].....
I am using code from a tutorial that I downloaded to get an Home.swf to preload in my "index" page.the problem is that a part of the code reads
movie1_btn.onPress=function(){
startPreload ("Home.swf");
}
which means that I have to create a button to get the .swf file to load, how do I edit this code so that the action begins on it's own at that frame?