Actionscript 3 :: Onscreen Keyboard - Get The Value Out Of The Mouse Event?
Aug 10, 2011I am creating an action script keyboard for a touch screen. I have buttons from A - Z. How do I get the value out of the mouse event?
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I am creating an action script keyboard for a touch screen. I have buttons from A - Z. How do I get the value out of the mouse event?
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Relative newbie with AS3 but I need to make an onscreen keyboard for a touchscreen. Through some searching and coding I have a keyboard object that can send events based on clicks but I'm not sure how to go that "last mile" to trigger an actual keyboard event so the selected TextField gets updated.
View 10 RepliesI have an application that is built in flash. I am using Flash CS3. The application was built using AS2, and it is being designed for touch screens so there will be no keyboard or mouse. Certain parts of the application have text fields, so to enter text there is an on screen keyboard that pops up. The keyboard works great, but it does not have a tab key. Here is the code for some of the other special keys:
spacekey.onRelease = spacekey.onRollOut = spacekey.onDragOut = function ()
{
keyStroke(" ");
[code].....
I'm trying to make an onscreen keyboard for one of the programs I wrote. With this flash program you can type Persian in any program. It uses a special kind of font. So I first mapped all the characters like:
//space
case String.fromCharCode(0x0023):
return String.fromCharCode(0x0023);
break;
[Code] .....
Now this program works perfectly when somebody actually uses the keyboard. Now I added an on screen keyboard. (buttons for each alphabet) but I don't seem to be able to somehow tell flash to type alphabet "be" for example and keep the conditions too! The text field is called "textF".
i would like to write with one onscreen keyboard on two different text field The way that I have now has two keyboard and the text filed is hardwired on the buttons
Code:
function btna(){root.readMessages.aTextFild.text += "a";}
this is not efficient.
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doing a Flash onscreen keyboard. but what if I have more than 1 inputbox field, what should I do?
I am trying to learn JavaScript and I am wondering whether JavaScript has a event listener just like ActionScript's ENTER_FRAME. Basically, I want this event listener to listen "all the time" not just wait for any particular instance (mouse click, keyboard event) of event.
View 3 RepliesWhen game starts, the car runs automatically. Then we click the SPACE button, movement of car stops. And the door of structure near car is available to CLICK.
But in coding I got this error code:
TypeError: Error #2007: Parameter listener must be non-null.
at flash.events::EventDispatcher/addEventListener()
at shfg_fla::MainTimeline/key_pressed()
This is some part of my game code...
case Keyboard.SPACE :
removeEventListener(Event.ENTER_FRAME,car_movement);
--street_mc.bluehome_mc.door_btn.addEventListener(MouseEvent.MOUSE_DOWN,door_ready)
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I have a question about making a function for two different kinds of event. It's not critical but I would like to reduce my lines of code and just be more efficient. Basically I have a button on the stage called "Enter". I also want the user to have the option of hitting the enter button. I don't have a problem making these two separate handlers for these events (i.e. one handler for the KeyboardEvent and one handler for the MouseEvent):
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how can you switch the mouse event with keyboard event in the folowing example:
Code:
var qno=0;var rnd1; var rnd2;
tick.visible=false;cross.visible=false;
var right_answers=0;var wrong_answers=0;
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i know that u have too define key up and down functions and in the beginnig give the keys we are using the false value, but how to make it that after i pess of a key you cant press in again unless you go to the next question that is the enable_disable in the following code. How would that function looked in case of keyboard event
Can I use a generic Event listener for both mouse and keyboard ?Something like this ?
Code:
private function controlAction(e:Event):void {
if (e is KeyboardEvent) {
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I've decided to add keyboard capabilities to my program. All my functions I have written require a mouse event to be passed to them. I'm just wondering if there is a better way to run these mouse event functions rather than to take out the contents of these functions and create a new function that is called within a mouse event function OR a keyboard event function. What I mean is I am starting to change the mouse event functions I have to only have one line inside of them which will run a separate function. This same separate function I will run using a keyboard input as well.
View 3 RepliesI created a button that has a movieclip in the rollover state. When you rollover the mouse, the movieclip will animate to appear as if the button will scale from a small to a large button even though it is the movieclip that is playing and not the button itself. But I also want to add a keyboard code to play the rollover instead of the mouse. I learned to write actionscript to play different scenes with the code below, but I'm not sure if I can play a button rollover with the same code.
stage.addEventListener(KeyboardEvent.KEY_DOWN, key_pressed);
function key_pressed(event:KeyboardEvent):void {
if (event.charCode==49) {
gotoAndPlay(1,"scene");
}
I'm building a swf wrapper which loads third-party swf games. The client would like a button in the wrapper which will dispatch a keyboard event in the loaded swf.
View 1 RepliesI'm building a swf wrapper which loads third-party swf games. The client would like a button in the wrapper which will dispatch a keyboard event in the loaded swf.
how to construct a dispatch event in the wrapper that reaches into the loaded swf?
If I plan to implement 100 objects on stage to be listen to mouse and keyboard input, is using "function" call responsive enough? How good does eventlistner work?
View 2 Repliesi have a question to ask about asynchronous key controls This was what i did
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and i checked with [URL]...?newspage=6249 and it looked more or less the same, so why is it that when i move my character and when i hold down a key, it just keeps on listerning to that keypress event listener, instead of just executing the other event. So say, i tap left and after which i tap right, it will work just fine, but if i hold left and tap right, the event listerner will still be listening to the left key. So, i was wondering could anyone point me in a direction as to how should i make my code stop listening to an event as soon as another event has been dispatched?
I am doing this inside a module containing viewstacks and their childs.Calling onInit() on creationComplete of module.When I am inside one of the childs of a viewstack of this module and press Enter, it doesnt not invoke the listener function at all (bp inside this does not get hit).
private function onInit():void{
this.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
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I make a button in my flash and I put the code for opening the new page. That I want now is not only click with the mouse and open the url I want for keyboard for example the A button when I pus it he will open the new url.
View 3 Repliesok so i am trying to change a boolean with a keyboard event
my code is this:
Code:
stage.addEventListener(KeyboardEvent.KEY_UP, keyPressed);
function keyPressed(evt:KeyboardEvent):void {
if (evt.keyCode==Keyboard.SPACE) {
if (!gamePaused) {
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I am creating a game where you have to use the up and down buttons on the keyboard to avoid movie clips. For some reason it won't register when i press the keys down. Here is my code:
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I'd like to arrange things so that I have a chain of keyboard event handlers in my flex application, all of whom are queried when key down events occur. Basically, when a visual component is on screen, it is a candidate for handling a key press event. Something like this (clearly this is pseudocode):
<application handles_keys="F5, F6">
<tabGroup>
<tab1 handles_keys="pgup, pgdn">
<control handles_keys="0,1,2,3,4,5,6,7,8,9" />
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I have a class written that will respond to the key events the way I want it to, so how do I register one or more instances of this class to have the results I want? Also, note that there are some situations where this class should receive events that would ordinarily be handled by a UI component. The TAB key is the main example; I have a few cases where I want my key down event handler to fire even when the focus is on a text field.
I'm trying to detect keyboard input and if the arrow keys are pressed, set the players next move to whatever was pressed. I'm listening for keyboard input using:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown);
This is the function that gets called:
public function keyDown(event:KeyboardEvent):void
[code]....
Tracing the keyCode for the 'a' key (65) only works once for KEY_DOWN events and sometimes KEY_UP behaves in the same way, making development a pain when trying to do things quickly.
Clicking on the stage makes it start working, but why is it just the 'a' key that is affected?
This is on a new MBP running OSX 10.6.5, Flash version MAC 10,1,102,64
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The issue can be reproduced every time with this code:
ActionScript Code:
import flash.events.KeyboardEvent;
stage.addEventListener (KeyboardEvent.KEY_DOWN, keyDownHandler);
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I have a button on the stage called enterCostBtn that when it is pressed it executes the code inside the calculateCost function. What I want to do is to be able to use the ENTER key on my keyboard to trigger that function. In other words I would like to be able to use the ENTER key or click directly on the enterCostBtn to trigger this function.
Code:
enterCostBtn.addEventListener(MouseEvent.CLICK,calculateCost,false,0,true);
function calculateCost(event:MouseEvent):void {
var material:Number=Number(Material_txt.text);
var labor:Number=Number(Labor_txt.text);
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I'm an artist, not a developer, but I work with various media. I am so~so with AS3 and JS and a total noob with PHP and databases.Anyway, I am writing a Class based on keyboard events and I am finding that if the keys are hit too fast the triggered events don't complete.I'll explain further:I have a picture broken into parts (a red background here, a blue stroke there, and so on). Each one of these elements is a Library Object, and they are all set to alpha=0, and each one in turn, is tied to a key on the keyboard. When the key is struck, the picture element goes to alpha=1, plays a sound, and starts tweening back towards alpha=0.
Code:
public class TypedImageV4 extends MovieClip {
public function TypedImageV4() {
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I have been reading for about an hour online with no solution, if you are typing in a text field, you seem to not be able to read if the "enter" key is pressed, exmaple attached.
View 8 RepliesI'm still a beginner in programming ActionScript 3.0,
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)
The problem is in Frame 1 when Button is clicked playinggame
then switched Frame to Frame 2 where the game takes place where the user can move the aircraft by using the keyboard, (Left Arrow, Up Arrow, Right Arrow & Down Arrow).
But when a keyboard button is pressed, KeyboardEvent not react at all, and aircraft can not be controlled.
Even more bizarre when the stage at the click KeyboardEvent can react and aircraft can be controlled.
The question is how to keep the button is clicked playinggame in Frame and the Frame 2, the aircraft can still be controlled using the keyboard
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So I'm trying my hand at writing my first tower defense game and I've discovered a snag. One part of the game involves keyboard input, but if I click on an object to create a tower, then the keyboard stops responding until I click on the background. My keyboard listeners are attached to the stage and the object being clicked is a button in a MovieClip added to the game's MovieClip.
View 4 RepliesMy client uses IrfanView to play SWF files. Unfortunately, he does not use Flashplayer. In Flashplayer, I can crossover mouse and keyboard events with no problem. In IrfanView, the second I click a button, the keyboard events are disabled. Is there a fix?
View 3 Replies