Actionscript 3 :: KeyboardEvent Only Works After MouseEvent?
Nov 10, 2011
Ok, so I am creating a slideshow presentation in Flash CS5. The code is very basic, however it does not work as intended. It's supposed to go to the next frame if i press a button, or press up/right arrow on the keyboard. However, the keyboard only works after I've pressed a button once.
my code:
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
slides.stop();
[Code]....
slides is a movieclip, where I've stored all my slides (Oh, by the way, I know my setup isn't the best, but I wouldn't use a lot of time on it, as it's for a religion class). FB is forward button, and you can guess what BB is..
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Nov 6, 2010
I'm making a button for the first time, and I wanted to use a full click to drive it. However, when I use addEventListener(MouseEvent.CLICK, onClickHandler); nothing happens when I click on it. When I use (with the rest of the code being identical) addEventListener(MouseEvent. MOUSE_ down, onClickHandler); it works like a charm.
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Dec 22, 2009
I currently have an AS3 fla with a couple of mouseEvent functions but now the client wants to add a KeyboardEvent as well to the same exact functions. Can I add another eventListener to that without having to create a second function? It would be a huge waste of code if I did. Here's what I currently have in truncated form:
rightArrow.addEventListener(MouseEvent.CLICK, slide_right);
leftArrow.addEventListener(MouseEvent.CLICK, slide_left);
function slide_right(e:MouseEvent):void {
[code]....
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May 13, 2010
I made a login (textfield and a button).
mybutton.addEventListener(MouseEvent.CLICK,loginCheck); // This is my button
function loginCheck(event:MouseEvent):void { // My function code here
}
In order to make login using Enter button, I tried adding:
[Code].....
But of course it won't works because loginCheck is a MouseEvent function.
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Mar 20, 2012
I put together a rather simple interactive .swf file using graphical "buttons" to navigate through different screens. Afterwards, I was told to add in two keyboard events as well: one to navigate to the next screen and one to restart the .swf file.
Using the keyboard to navigate the way I explained above works fine--that is, until I use the mouse to click on a button. Once I do that, the keyboard events no longer work. For example, if I start off the .swf file by pressing the Space bar on the keyboard to navigate to another page, it works fine. If I then press the "R" key on the keyboard to restart the .swf file, that works fine as well.
However, the first time I click on one of the buttons on the stage to navigate to another screen, the keyboard events no longer work. I can press the Space bar, and nothing. I can press the "R" key to restart the .swf file, and nothing. It's as if using a mouse event disabled the keyboard events or made the .swf file stop "listening" for keyboard events. The only way I can get the keyboard events to work again is by clicking somewhere on the stage and THEN pressing the appropriate keyboard key. I'm guessing that's because I put the focus back on the stage, maybe?? (again, not an expert here)
My code is ridiculously simple, and it's on the first frame:
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKey);
function onKey(event:KeyboardEvent):void
{
[Code]....
Is there anything I need to do to this to make sure the .swf file is always "listening" and registering the keyboard events?
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Nov 6, 2010
I have several stage event handlers to enable mouseovers over several dynamically generated moviecilps on the stage that then change their alpha to indicate the mouse is over that particular mc... fairly trivial (mcOver handler). Additionally, I also want to know what MC is clicked, so I update a public variable (public var activemc:Number) with the ID of the dynamic movieclip when the mouse is over it (using a hitTest to check, which is why the EventListener is added to stage and not to the MC), which is checked in the mcClicked handler:This is in the constructor:
//stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing);
//stage.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
stage.addEventListener(MouseEvent.MOUSE_MOVE, mcOver);[code]....
However, the mouseover behaviour (alpha 0 when over, alpha 1 when out) stops working as soon as I click on any movieclip on the stage, and the mcClicked ID checking (below) stops working completely. I don't know if this is to do with focus:
private function mcClicked(event:MouseEvent):void {
myTextField.text = String(activemc); // activemc is a public var:Number with the movieclip //ID
}
I then tried adding the event handler for the stage mouse_move again and this gets the mouseover working again but only for 1 more click, after which it stops again:
private function mcClicked(event:MouseEvent):void {
myTextField.text = String(activemc); // activemc is a public var:Number with the movieclip //ID
stage.addEventListener(MouseEvent.MOUSE_MOVE, mcOver);
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Jul 9, 2009
I have a MovieClip (call it base_mc) which is under a bunch of other MovieClips (call them subclips). The MovieClips on top are all mouseEnabled with MOUSE_OVER, CLICK, etc, event handlers. I want to capture the event of MOUSE_OVER (or ROLL_OVER) on the base_mc as well. Any time I am over one of the subclips I am also over the base_mc clip. How can I capture this event?
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Oct 21, 2010
I'd like to know what is the difference between MouseEvent.CLICK & MouseEvent.MOUSE_DOWN. Because when i use MouseEvent.MOUSE_DOWN for a button to set full-screen view its doesn't work, instead of this MouseEvent.CLICK works. So what was the reason.
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Apr 7, 2009
What is the difference between MouseEvent.MOUSE_UP and MouseEvent.CLICK? Why should I use one of these over the other?
Code:myButton_btn.addEventListener(MouseEvent.MOUSE_UP, fNavigate, false, 0, true);
myButton_btn.addEventListener(MouseEvent.CLICK, fNavigate, false, 0, true);
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Aug 11, 2011
I have a MOUSE_DOWN handler that creates a CLICK event listener on a child object. Naturally, as soon as you release the mouse button, if you happen to be over the child object, the CLICK event fires.I was disappointed to discover that event.stopImmediatePropagation doesn't interrupt the CLICK event from registering the MOUSE_DOWN as part of its detection cycle. It makes sense that it doesn't but still... disappointing.A MouseEvent.CLICK consists of detecting a MOUSE_DOWN on the object and then if it's followed by a MOUSE_UP without leaving the object, he event fires. I had hoped that by cancelling the MOUSE_DOWN event, it would clear that out of the CLICK buffer, but no such potatoes, alas.This could all be handled with a flag and a couple more MOUSE_UP and MOUSE_DOWN handlers, but dang, smacks of effort
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Jul 24, 2009
I have the following:
rwBtn.addEventListener(MouseEvent.MOUSE_OVER, audioOver);
function audioOver(e:MouseEvent):void
{
var thisClip:MovieClip = e.relatedObject;
thisClip.alpha = 0;
}
I would like to change the alpha of the clip that is being rolled over. I don't know how to target the clip that is being rolled over. How do I do that?
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Apr 11, 2011
I have a movie clip (with instance name rectangle_mc) on the stage. Within this movie clip there are two separation animations on the timeline. The ROLL_OVER animation starts on frame "over" and the MOUSE_OUT animation starts on frame "off." If I roll over the movie clip, the initial animation plays, and when I mouse out the other animation plays to restore it to it's initial state. However, once the rollover animation has played once, it will not play again when I roll over it again, but for some reason the MOUSE_OUT plays every time.
[Code]...
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Sep 26, 2010
I'm a Flash newbie and I'm trying to get some keyboard action going. I've followed some tutorials, but nothing seems to work. To test it I created a brand new fla file and added the following code in the first frame:
[Code]...
The first trace ("Add listener") shows up in the debug output, but no matter which keys I press I can't get the function to be called. Am I doing it wrong?
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Nov 19, 2009
Alright I'm new to Keyboard event listeners so I might be making a really obvious mistake that I don't know about. But what I want to do is, when someone types the letters for the word 'BROTHER', then it appears on the screen and it moves to the next frame. Here's the code I have atm I currently have the letters for 'BROTHER' each as a movie clip. The instance names are, RKey, OKey, etc.
[code]...
Now, is this the only mistake in my thing? Or are there more mistakes? How do I fix it?
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May 8, 2010
I have an error on my KeyboardEvent and I can't find what the problem is. The file of my class is mc_boog.as and when I compile it returns me this error: 1046: Type was not found or was not a compile-time constant: KeyboardEvent.
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Dec 24, 2009
I'm trying to add a KeyBoard event in addition to the MouseEvent I already have for my function. So I set up the following code to handle that but it's giving me 1136 errors looking for an argument inside the parenthesis when in reality, it doesn't need one.
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPressed);
function onKeyPressed(evt:KeyboardEvent):void {
switch (evt.keyCode) {
[code]....
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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)
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[Code]....
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stop();stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPressed);function onKeyPressed(evt:KeyboardEvent):void { switch(evt.keyCode) { case Keyboard.R: mod.rotation +=
[code].....
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Feb 16, 2011
I´m making a game.This game has 4 frames.It has a preloader.swf and game.swf.The preloader.swf loads the game.swf.The game.swf has 4 frames.In the first frame is given to the user the options to play the game (clicking a button "playGame" on "click" event) and to set the sounds settings (clicking a button "options" on "click" event).So far so good.
When the user clicks "playGame" I send the user to frame 2, where it has the option to select a game level using the arrow keys. So within the playGameListener I registered two keyboard events one for KEY_UP and another for KEY_DOWN. So, to have sure that it´s working, I added a trace for each keyboard event listener. But I´m not getting any message in the output window while pressing
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So I learned that KeyboardEvent only dispatches an event if the flash player has focus.Well I think the flash player has never losed focus in this process.I´ve registered two events for Event.ACTIVATE and Event.DEACTIVATE and inside its listeners I added a trace with a message. Flash outputs me a message if I minimize the flash player window or if I maximize the flash player,but not while the game.swf´s frame transition.The listeners for the KeyboardEvent works only when I press at the flash player, then I receive the messages from the KeyboardEvent listeners.
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Nov 4, 2010
I'm new to ActionScript development and am using the FlashDevelop IDE. I've been playing around with some really simplistic things and have come across a problem I can't seem to solve.My application compiles and runs, and a function that watches click events fires perfectly and I can see the event in the console when I pass it to trace(), yet the same code watching for KeyboardEvent fails to fire at all.Here's my code:
package GameTesting
{
import flash.display.Bitmap;[code]............
The MouseEvent trace() fires every time as expected, but KeyboardEvent never fires, no matter what key I press.
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Jul 8, 2011
I created a Paddle class that doesn't do anything yet. However, I don't think it is working.[code]...
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Mar 9, 2012
Ive been using the 'event' parameter for my KeyboardEvents and MouseEvents in a recent project ive been working on for my course (VERY BASIC).Im not entirely sure on what the 'e' part of e:KeyboardEvent actually does, and ive been asked to find out what information the parameter 'e' can actually access when using it.
EDIT: If A method takes the parameter (e:KeyboardEvent). what information could we access through the use of the parameter e?
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Jul 18, 2011
I have a problem with a game I am working on which where keyboard events do not get registered properly. Here is my setup.I have four frames in the main FLA.1) main menu
2) instructions movie clilp3) game movie clip4) game over movie clipThe game is basically a racing game. Once the game class initiates (3rd frame) I create an instance of the car class and place it on the track. I listen to the keyboard KEY_UP and KEY_DOWN events in the car class. The problem is once I click the START button everything works fine except the keyboard event listeners. They do not get registered unless I click on the stage once. Here is the constructor and init() from my car class.
Quote:
public function Car(startingX:Number = 100, startingY:Number = 100, rotationOf:Number = 0) {
[code]......
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Jan 30, 2007
The keyCode property only stores one Key. This means that, if I was making a game for example and wanted to have it so that if the up key and the left key were pressed it would move up and left at the same time.I've tried extending the keyboardEvent class and storing the keyCodes in an array, but It returns an error.Here's my class.
package{
import flash.events.*
public class KeyEvent extends KeyboardEvent{
[code].....
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Mar 10, 2009
End point I want to get something like this "stage.1addEventListener(KeyboardEvent.KEY_DOWN,ke yPressHandler);" working in a dynamically created object eg PlayerShip. The afore mentioned line works fine when in a static object , that is to say one I dragged from the library to the stage prior to compiling. However when I create the object 'PlayerShip' using script in my main time line I get the following output:
[Code]...
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I'm having a little problem with a website i'm trying to build here.URL...So what i want is the following:Now the first thing you have to do is click on the little van to focus on it, this is done by:[code]But what i wan't is that you don't need to Click on the van before you can control it, so that when you push the right arrow the van automaticly starts moving.Because when i wan't to start adding other buttons on the houses the website starts to freak out (focus switches etc etc...)[code]any comments on the IF function to move the van are always welcome, cause i do believe there has to be a way to write this in a more effective way.
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I have a NumericStepper in my stage, and I have a Keyboard listener which listens for pressed keys.The listener works fine until I change the value in the NumericStepper.I think it's the textField in the NumericStepper that ruins it.
But i've tried
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and
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Code:
//Document Class
package com
[code].....
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