I'm creating a virtual keyboard for a touchscreen Flex app and i'm trying to simulate a key press by dispatching a KeyboardEvent. I've written a handler function to listen for the event and act accordingly. So far so good but it's starting to get complicated as i have to manage the focused textInputs (easy), the cursor position in those fields (not to so easy), etc.Now, if only there was a way to actually dispatch a KeyboardEvent that Flex would actually interpret as a genuine key press all those issues would be gone.
I have a TextArea with undo/redo which is performed via ctrl+z, ctrl+y. My app is a mobile app with no cntrl on the soft keyboard so I want to make an undo and a redo button which simulates the keypresses. How do you simulate keys in Flex?
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
im new to as3. I'm loading an external compiled swf. is it possible to simulate a keyboard "down arrow" key press event "say" every 10 seconds and send/target the external swf thats been loaded?[code]
I'm trying to figure out how to get buttons to be activated by keyboard presses. I have found how to do that with specific keys ... but not with ANY keypress. I'm making a game for tiny children and they can't manipulate the mouse well. So I'm setting up a few things on stage that will run in a certain order when the child presses any key on the keyboard. For example, any key is pressed, dog wags his tail .... any key is pressed again, cat jumps, any key is pressed a third time, cow munches hay, and so on till it goes through a bunch of animal animations, then goes back to the first one. I'm pretty new at this stuff and have been banging my head against google for days trying to find the answer to this out there with no luck! I could do either movieclips or movie clips inside buttons if that makes sense.
The following is what I have and it allows me to press any letter on the keyboard to burst the ball.Problem is I just want to limit it to burst with just one key for example h
Code: stage.addEventListener(KeyboardEvent.KEY_DOWN,keyboardPress); function keyboardPress (key:KeyboardEvent):void{ if (key.keyCode == Keyboard.LEFT){ player.x -= 4; } }
...however, when the left key is pressed, the player jumps left once, pauses, then continues to move left.
In AS2, Code: if (Key.isDown(Key.LEFT)){player.x -= 4;}
provided for a much smoother movement.So, what is the code equivalent in AS3 of the code from AS2 above? Or, in other words, how do I write a smooth keyboard movement code for AS3?
I'm working in Flash CS4 and I would try to do it in AS3 but my teacher isn't very familiar with it, so I've decided to do it AS2. But so far he hasn't been able to, that is why I AM DESPERATELY coming to you.
I want to be able to PRESS A and play the movie clip that goes with it.
I want to do this with the whole alphabet.
Press A play movie clip APage Press B play movie clip BPage - and so on....
I'm trying to get flash to recognize ctrl+z and ctrl+y for redo and undo functionality, though the detection is cut short when i hold the ctrl button first it prints out 17 but when i hit the z it just kills the capture. how would i trap all keys?
I have a button object, I want to be able to control with the ENTER/RETURN key on the keyboard so when ever I press the ENTER key, the button object goes into onPress stage.
function moveJoeOne():void { stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);[code].....
I've got two different instances of two different MovieClips on the stage of the fla. Visually they're identical but one is facing left and one is facing right. When the file runs, the one that's facing left appears on the stage while the one that's facing right is set to be invisible. What I'm trying to do is have the one that's facing left go invisible when the right arrow is pressed and for the one that's facing right to appear in it's place and accept further input from the right arrow key. When I run the file, the one facing left moves just fine. My problem is that when I press right, the one facing left disappears and the one facing right appears in it's place but it just moves once and stops.
I have got a movie clip moving up the stage and when I press the keyboard I want it to come back down to its starting position on the bottom of the stage. What code do I add to the following?
How do? Edit the field with numeric keypad, not a full keyboard my code: <s:TextInput text="{TransactionObject.cartao}" id="item" restrict="0123456789" /> app for Android and playbook
How can I have an input textfield and when you type something and then press "ENTER" on the keyboard something happens? Just need to know how to make an enter listener!
I've been trying to figure out how to use Keyboard events, so I tried out an example I saw online, but I ran into a problem. It's supposed to tell me whenever a key is pressed, and it works for keys such as ctrl and shift, but not for letter keys. For example,when testing in Flash ("test movie"), if I press "v", the Flash player doesn't react, but the Flash editor switches to the selection tool (keyboard shortcut "v"). How do I fix this? Here's the code I used:
function reportKeyDown(event:KeyboardEvent):void { trace("Key Pressed") ;[code].........
I'm working on a flex mobile project now. I've created a StageWebView and call function loadString()[URL]..
It's a simple sample that if you click on the bookmark and you can get access to it.
But I want to put the content in the tag into a spark list. And get the same result when I click the list which needs some kind of simulation of a click in a webView.
In order to make something work correctly, I need to simulate the user clicking on an image which doubles as a button and calls yet another function. I've tried simply calling the function, but it didn't work... for some reason, it only seems to work when the user clicks the button. Is it possible to 1) simulate clicks and 2) make the application think that the user clicks on a specific image?
Full story - My application (a scheduling application) allows the user to replace one student with another. In order to do this, the user can bring up a list of available students. Once the list is presented, and the user selects a new students name, that new name is supposed to replace the old name. Instead, the text box simply goes blank. Now, if I click a image (which acts like a button) that increases the length of a that scheduled activity by one day, the name appears for whatever reason. I've tried simply calling the function that increases the number of days, but it doesn't work. For some reason, it would appear that only the user clicking the image (button) seems to make the new user name show up in the text box. This is why I would like to simulate the user clicking the "increase by 1 day" image.
If you know Flex, you probably know what the property "includeInLayout" does. If not, this property make the parent of your component disregard the bounds (like width and height) of your component in render their own bounds.Description in reference below:
Specifies whether this component is included in the layout of the parent container. If true, the object is included in its parent container's layout and is sized and positioned by its parent container as per its layout rules. If false, the object size and position are not affected by its parent container's layout http:[url]...
I wish while i am draging and moving arround TitleWindow instance and a specific event occure to simulate drop of the window, and not further moving been possible for a few seconds.It is very unusual question but it will be more than handy each point to a solutionP.S: The whole idea is as follow : When i am draging a TitleWindo instace with the mouse, and if the TitleWindow hit the border of it's parent container then to drop the TitleWindow, and not further moving is possible (simulating release mouse button). If i wish to move it again, then i should click the TitleWindow title again and grag it.
I have text field which is 0 by default (score_txt)Two buttons +1 and -1 (plus_btn and minus_btn) When I press +1 text increases by one, and when i press -1 it decreses
I am trying to find out how to continue to receive keyboard input to my app when the app is not focused. For example, if I dock my app to the system tray, is there a way to continue to receive keyboard input to be fed to the app?