IDE :: Press And Hold - Symbol Will Be Rotated Continuously When The Button Is On Hold?
Oct 13, 2009
I've got a symbol on stage and a button. The button rotates the symbol CCW half a degree. Code: on(release){ mySymbol._rotation -= 0.5;} I wanna add an on (press and hold) action on button so that the symbol will be rotated continuously when the button is on hold.. I can't make this work for over a week now.
I have a symbol on stage which I rotate on the release of a button. What I need to do is: My symbol to be rotated on press and hold continuously as well.
So if you press and hold a button, it does the function once, then waits 0.5 of a second or so then repeats the action quickly. How do I remove the 0.5 of a second wait?
I have a sound bite (~500ms) and want when a key is pressed and held the sound is played.However, what I appear to be getting is the sound triggered to play every time the key down event is triggered (not suprising & makes sense since key is held down). This creates what sounds like several copies of the sound being played at same time only shifted slightly. Very ugly sound btw.My thought is to have a way that even if key is continued to be held down the sound bite is looped but not overlapped.Tried several things such as using Event.Sound_Complete listener, tracking the position, transformation things, timers, etc without success.
just wondering is there anyway to have a function that checks if you pressed and held at any point while running the app? Im assuming that you could use the code below. But just not sure how to just target the mouse press function at all times, almost like a keydown function but just for a mouse click.
I am trying to figure out if it is possible to click and hold an image loaded into the uiLoader?
What I would like to acchieve is an image gallery which loads a big sized image, but first it would resizes it, to the half of its original size and when the user would click on it, the image would zoom to 100%, and by holding the left mouse button he would be able to scroll the image (left, right, up or down).
I am trying to figure out how to make a script that allows you to click a button, and once it is clicked, the button remains in it's over state. Then, when another button is clicked, the old button that was in its over state reverts to its off state, and the newly clicked button then appears in an over state. How would I do this?
Im new to AS3 (like 5 hours new) and Im after getting stuck with something Im sure is very simple, but Im just not having much luck finding a solution. Basically I have a button which I want to click and hold and then make a movieclip move up and down the y axis. This is what I have so far...
[Code]...
Im sure Im probably going about it in a bizarre way, Im just trying to do it in a way which makes sense to me. So far its working fine for single clicks, so I click the button and the "upwards" function is called which moves the movieclip upwards by 10. The problem Im having is getting it to move continously when the button is clicked and held. Ive read a few possible suggestions relating to loops and setinterval but I just cant seem to make sense of them in a way that applies to what I want to do. Apologies if this is really simple but Ive literally been teaching myself actionscript for all of about 5 hours in total so far and I just cant seem to get past this hurdle.
Button a, when pressed triggers a few things. I triggers a mask to tween in to uncover some text. But the movie will only play as long as i have the button pressed .
I'm making a menu. It consist of three mc's (btn1, btn2 and btn3) and two squares The two squares rescale horizontal in different directions depending on the button that is presses. When the squares come to an hold there is a little gap between them underneath the button that was presses and the button is going 20 pixels down into that gap. Below is the code I have used:
When the movie starts everything is fine. First the two squares are rescaling. When that is done the buttons are fading in and finaly btn1 is going 20 pixels down in to the gap. But what I would like to accomplish now is that when btn2 is pressed that first btn1 is going back up again when that is done that the two squares are rescaling untill the gap is below btn2 and that after that btn 2 is going down 20 pixels.
And that is where I have problems. Point one when I don't know how to integrate a if (if used) in the button event, so everything is going to move at the same time(btn2 already moves before the squares are in place and the squares are already moving before btn1 is back up again) and secondly the way I have it now btn1 is indeed moving back up again, but after that its up it also going back down again.
I created flash buttons for a website and imported them into dreamweaver, put the site up and everythings working finee, EXCEPT, the mouse down feature of my button doesn't play all the way unless you hole down the mouse button. My mouse over feature works fine.
I've created an image with a dozen irregular buttons. It all works perfectly. Now I want to edit my flash cs5 file in a way so that, when clicked upon one button, the last of the 4 states (the hitbox state) will remain visible until one clicks another button. Now its looping back to the fist state. Im sure there must be an easy way to do this, something with a stop code maybe?
Currently building a dynamic menu system, with 3 levels of navigation. Currently when mouse children is set to 'true' it doesn't want to remember the name of the menu item created. it spits out, 'instance263' or whatever the number is when I trace it out with my onClick event. With mouseChildren set to 'false' my 3rd tier of navigation ceases to work.
The Goal here is to have the menu items retain an instance name so I can relate back to them and set active states for the current active module. UPDATE: Here is where the problem arises
I have a simple message-board, that dynamically loads text from php and a text file! I have created an up and down button to scroll the text box when you press it! This works fine, but I cannot figure out how to keep scrolling the text if you hold the button down. here is my code for the down button (all my attempts at looping etc I got rid of):
I have 3 flash button, and a touch screen LCD.how can I detect if user has touch + hold the button for 5 seconds?how to use timer + mouse down + mouse up for this?
1) mouse down 2) start timer (count 5 sec) 3) mouse up 4) user hold button for 5 sec detect
I have 3 flash button, and a touch screen LCD.how can I detect if user has touch + hold the button for 5 seconds?how to use timer + mouse down + mouse up for this?
look at the footer below, you'll see a circle around your head. That's your head. If you hold mouse button the MC plays. NOW...if the field vision (green thing) touches your head WHILE holding mouse button...it sends you to frame 2 or choose your own.
I have a problem when I making a game Flash with action script 3,. I want tomake my character move when the key helding and I want my character attackwith one tab press either
I have a long path that i'd like to use as part of an array, so rather than inserting the full path over and over again, I'd like to create a variable that I can use in its place. Unfortunately this doesn't seem to work for me and i'm beginning to wonder if its possible.
My actual project I need a event configuration wherein I can hold a keyboard key down and move mouse. While trying to implement this, I recognized that the flashplayer begins to lag, saving actions in buffer and playback them when the KEY_DOWN event is already over...
For example I have a PHP Code: stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler, false, 0, true);
And in the handler I got only this: PHP Code: private function keyDownHandler(event:KeyboardEvent):void { if (event.keyCode == 88) manoverDrive = true; }
I also do have a PHP Code: stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
In this enterFrame I do animation for a movieclip that is animated regarding the mouse and keyboard action and events. Now when I hold down any kind of key the animation of this moviclip gets slown down if I hold down the key for 10 seconds and then lift the keyboard key the mouse movements I made before gets somehow saved and the animation got a playback of the mouse movements. I removed the keyboard eventlistener and the behaviour stays. Is that an official flash player Bug?
I have a movie clip that I am turning into a button that when it is clicked it updates a text field with the string that is associated with the movie clip.
Do I have to create an Object on that movieClip and assign a var with the string?
This seems so simple and yet I can't figure out why my MovieClips won't hold their instance names.[code]And I do this for each button (I know I can do this with XML but nothing seems to work right now so I've broken it all down to see what's going wrong).[code]And the trace statement gives me "instance29" or some such. Can't seem to get the name to stick. I've tried creating getter and setter methods in my button class to access a label property and use that instead of the name but it comes out undefined when I trace. I'm having trouble finding anything on the forums though I'm sure it must be there. Could someone point me in the right direction. I don't need a full answer, just an explanation of why this is happening.
i have a set of 6 buttons and upon clicking one of the buttons i want to tween the others that were not clicked to fade out. how do i do this? i know how to do the tween part but i dont know how to get a hold of the buttons that are not currentTarget...