I'm building up an image resize gallery, and I want to navigate using the left and right arrow keys on my keyboard. I've been trying to figure this out a while now, but I can't get it working. Here's my code:
I have a series of thumbnails that should scroll from left to right & right to left when you roll over the movie clip buttons on either side. IT was working in another flash movie, but I moved it to a different flash file and now it's not working. The hit buttons within the movie clip buttons have this action script:
looking to create an image/mc slider that moves form right to left via user clicks of a left and right button.I would assume I would create an array to hold a series of mc's in (my images) and then tell the left and right buttons CLICK events to move linearly through the array (displaying next in line and previous etc.
I'm creating a menu system, the text buttons should, on rollover, move all buttons to the left (of the button currently rolled over) 100 pixels, in the gap created a sub menu running vertically will appear which will break into a 2nd horizontal submenu etc. I'm still in the early stages, and have hit a stumbling block, I placed a trace (this); cmd in root of the roll over function then again in each segement of the IF/ELSE loop inside that fuction. The trace CMD in the root of the rollover gives me the feed back _level0.btn1 or 2 or what ever button I have rolled over but the ones inside the IF/ELSE loop all say _level0.btn0 regardless of the button I roll over!
I am trying to figure out how to create a flash slideshow including buttons that interact with the slides. A perfect example of what I am trying to create is the flash slideshow on the Frito Lay's website[url]....I am sure there is some action code for the button that can do this, but being to to Flash code.
I am working on a simple scroller rite now. What it is suposd to do is scroll a row of buttons to the left when you go over the left button and to the rite when you go over the rite button. i am pretty sure i have the wright syntax but i alwasy get an error.
I want to do a web site that is very wide. so i want to put a horizontal menu on the bottom. Lets say i have 5 buttons on my menu and with these buttons i want to move the content left or right. so i could control were i want to be on my website using the buttons that just move the background or content left or right
How to align the Spark Buttons Icon to the left? / like the icons to be all 3 pixels from the left // I have checked the sking class of the Spark buttons, but they doesnt expose the Icon property for further extending the skin/
I have a big circle with buildings all around the edge. There are two buttons that should control it. One to rotate the circle left, and one to rotate the circle right. I'd like each click of a button to rotate the circle and have it stop on a building, which then would activate an animation of the building.
I have a circular mc (wheel2) and this should rotate 'smooth' in steps of 45º, to the left and to the right (buttons).The script I use on the button (right);
on(release){var rotate:Function = function (obj:MovieClip) { obj._rotation += 3; if (obj._rotation == 45) { clearInterval(interval); } }; var interval:Number = setInterval(rotate, 10, wheel2); stop(); }
It moves ok 'once' then it spins 360º. Should I set a new value for my mc?
this works fine, just wondering if anyone has another way to handle it. it seems excessive to have 4 handlers for touch input, but i cant figure out any other way.
TOUCH_OVER and TOUCH_OUT check a switch statement to enable/disable buttons within buttonContainer.
TOUCH_BEGIN and TOUCH_END are used to store points and get a "swipe angle" (only if TOUCH_END is not over a button)
my only problem is i started having glitch's i think becuase so many listeners including: ORIENTATION_CHANGE, KeyboardEvents, Event.DEACTIVATE
this is why i ask if perhaps im missing someway to simplify the touch input listeners
I created the scrolling navigation, akin to [URL] by changing a script that I had. However, I'm stuck now, as all the buttons can move to the left, but not to the right. If it does not make sense, check out the attached swf and fla.
it might sound weird but what i need is... Create a movieclip, with an instance name, when i click with my mouse left button, anywhere i click! i don't even know if it's possible(Anyway if you wonder why i need this, i'll explain:in a certain level of my game, you play with a m�ssile launcher, and there's enemies in front of you, when you "fire" against them, (so, when you left click) your pointer (or mouse arrow) create's a movieclip that is an explosion, and, if this explosion hit's the enemies, they die
I'm making a chatroom in actionscript, and I want to create a left click menu that pulls up some functions like (Ban, Hide, View users profile, etc..) I'd rather not do it through the right click menu.
I have several input text boxes all of which are activated by the use of the enter key. I only want the one the user is using to run its script when they press enter instead of the keylistener on all of them picking up when enter is pressed. I have tried
ActionScript Code: listenForEnterObject = new Object(); listenForEnterObject.onKeyDown=function(){
I want to have it to that when i press up on my keyboard, my ball will jump up, and if i keep holding it down, it will not jump again until up is released and re-pressed.How my code looks right now
Code: if (Key.isDown(Key.UP)) { speedy = -30; } my ball's instance name is fivepointstar.
I'm trying to add arrow key control to my image gallery to increment and decrement the image number, but if I go to another section and go back to the gallery, the incrementing is doubled, so that I step through the images by two's. If I repeat this, it always adds 1. Here's the code I have for the Arrow keys:
so iv been using the Key.IsDown commands to change the yscale (of something), but i am at a loss at getting the yscale (of that something) back to the starting scale when the key is released.
I have a character with multiple animations by way of movieclips, and I'm trying to have it move using the Key.isDown function. Now, my character is moving correctly, but when the key is released, the animation keeps playing. I tried adding a stop command at the end of the walkcycle animation, but that just causes the character to stay frozen on the last frame of the cycle.
Here is the ActionScript Code: onClipEvent(load) { var direction = "left"; var speed = 2; } onClipEvent(enterFrame) { [Code] .....
I have a logic-sorta question about finding an alternative to an if/else statement that controls key.isDown detection.(NOTE: I am using senocular's KeyObject class, the utility found on his website senocular.com, that returns key.IsDown functionality to AS3)
typically in most game/character movement tutorials I see this:
Code: Select allif (key.isDown(Keyboard.RIGHT)) moveRight(); else if (key.isDown(Keyboard.LEFT))
[code]....
The problem im having with this code is the fact that theres an order it checks the keys due to the if/else statement.For example, if I was holding down the LEFT key and then simultaniously began holding down the RIGHT key, the RIGHT key's function would execute and override whatever the LEFT key's function was doing, since the RIGHT key is the first thing checked in the if/else statment.
The only work-around i can think of is making all the keys a single If statement, and a switch statement that controlls the movement. Which im having a lot of trouble getting to work at the moment...
I'm working on a game where movement is controlled with WASD, and other commands are controlled with YUIOHJKLNM<>. The problem I'm encountering occurs when pressing down certain combinations of three keys. For example, when I'm holding down J and M, the ASD keys won't work; only W will. The same applies to J and N, and K and <; W is the only key of the movement commands that will work.
There is nothing in my programming that I can see or find that is causing this error; I've performed several tests and managed to pretty much isolate the problem being something to do with the keycodes. Does actionscript 2.0 have some inherent issues with certain 3-key combinations being pressed?
How do I make it so that a key down function acts as a hard on/off switch, Instead of the momentary temporary toggle normally associated with "if Key.isdown"
Example: The "CONTROL" key is pressed, gotoAndPlay's an action, until the key is pressed again, which then gotoAndStop'S the action. Would I still use "if Key.isDown" or something else entirely.
I need to create a full page flash file that overlays a webpage. Something like the example in this link.
I have figured out how to create the flash file which will overlay the page, with all elements centered, from here: kirupa forums tutorial.
The only thing I cannot figure out is how to attach the Close button which would come at the top right. AS3 is not allowing me to attach any behaviour to the button, neither does it allow me to put actionscript there. I am in dire straits.