Walking Animation (MovieClip Control By Keyboard Events)
May 2, 2009
I have two MovieClips, and both are controlled by keyboard events. One is a globe that I want to rotate in one direction or the other. The second is a walking animation that should change direction or stand still depending on which key is pressed or if none are.
Here is the AS Code:
/*var rightDown:Boolean = false;
var leftDown:Boolean = false;
var upDown:Boolean = false;
var downDown:Boolean = false;*/
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
[Code] .....
You can see that I've tried a few different methods, but neither has worked correctly. Using the timer came close, but then the globe kept speeding up, and I couldn't get the walking animation to default back to the standing animation. Here is the .fla [URL].
I have 2 scenes. In both scenes, I have a movie clip that moves via keyboard control. If the goto next scene is triggered by the movie clip in the first scene the keyboard control works in the second. However, if I use a button to move to the next scene then there isn't any control over the movieclip in that scene. I've traced the keyCode in the second scene and it is picked up but the switch statement doesn't run. I'm migrating to Actionscript 3.0 and updating something I created in 2.0. I would like to do it without writing a class.
I'm trying to create an input field where a user types a word and if correct, the movie progresses to the next frame (I just can't don't know how). More importantly, I wondered if there was a way to substitute clicking on a button with hitting a key on the keyboard? So instead of using a "submit" button to check the field's value... the user can just hit the "enter" or "return" button and the "if" and "gotoandplay" actions will occur.
OK, so im trying to make a seemingly simple as3 project where I instantiate a movieclip from the library, and then move it using keyboard controls. I got it working fine using ye olde as2 method (all the code on the timeline of the .fla), but i cant get it to work using the as3 .as file method (if that's the right description).
i have an movie clip instanced as "man" I have made him so that he has a Idle and Walk frame like this. He can also move left/right. (I also made him attack but that is irrelevant);[code]I need it to loop through the "walk" frames until i lift up the left/right key then go back to "idle" position. What happens is that it will go through the loop once and than go to idle even if I haven't lifted the key.[code]
I am currently making a platformer game but I can't seem to get a walking animation for my character. So far I have made a character which can move fine. Inside the characters movie clip are 2 frames (one standing and one walking) Now my problem is that I can get my character to move right and play the walking animation but when I walk left the walking animation doesn't play but the character still moves. I am using action script 2 and flash pro 8
onClipEvent (load) { var ground:MovieClip = _root.ground; var grav:Number = 0; var gravity:Number = 2; var speed:Number = 7; [Code] .....
I have an enemy movieclip.Inside that movieclip I have a motion tween so it moves around on the stage, then inside that movie clip I have an animation of his feet moving so it looks like he is walking as he moves across the stage. Also in that same animation of him walking is an image of him laying down and dying on frame 6.I just have the walking animation looping as the playhead gets to frame 5 so it won't show him dying.So what I want to know is how do I make it so when my hero shoots him with a bullet..the enemy goes to that dying image on frame 6 and stop.I can already make it so the bullet will kill an enemy if it is just movieclip>inside movieclip.But I don't know how to make the code communicate to make it work when its movieclip>inside movieclip>then inside that movieclip.
I am trying to make a walking animation for a character with customizable parts. I can't seem to get this code to work correctly:
[Code]...
playerStance defines if the character is idle or walking, in this case walkingchar is a MC containing 2 frames : idle and walk (the frames contain MC:s for the current animation, in this case charwalk)charwalk contains 2 keyframes and the others are filler frames, the keyframes in this case are 1 and 16charwalk contains layers for all of the character parts, for example bottom1 (is located in frame 1)all of the parts contain frames for every variation of that partin every frame of the parts is a code : stop(); to prevent them from playing when I gotoAndPlay charwalkWhen I play this and update the parts after changing parameters, the algorithm returns a right value, but the parts don't go to the correct frames. Instead they are kept in the first frame.
What I am trying to do is get the animation of the audio levels (red bars next to the power switch) to only happen while a video is actually playing (videos are in the video gallery section). I have the animation done and I can easily get it to start and stop based on pressing the play and stop buttons, but since they start and pause the video you would get instances where the video isn't playing but the audio levels would be animated, which I don't want.
Here is an example of the code in the play button (using NetConnection and NetStream to play the videos):
The only way I can think to make it work exactly as I want it is to have Flash look to see if the video is actually playing or not and I can't figure out how to do this or if its even possible using the NetStream command I am using to start and stop the videos.
Now I have 2 movieclip. Mc1 & mc2. I planned to to make mc2 do certain animation and user must input the key within the progress animation of the mc2 in order prevent something happen
I'm trying to write a simple counter. UP or Space increments a number and DOWN decrements. It's just one big number in the middle of the screen. A bell rings on an increment and I have added code to go full screen on mouse click.[code]...
I'm trying to write a simple counter. UP or Space increments a number and DOWN decrements. It's just one big number in the middle of the screen. A bell rings on an increment and I have added code to go full screen on mouse click.
Test mode works fine ( except for full screen of course).
Seems to work fine on the local machine using Safari 3.2.3
However if I try to run it locally using firefox it does not work.I need it to run on a laptop but it does not always acknowledge the keyboard events and while in full screen it never responds to the keyboard events.Laptop is running Safari 3.2.1
import flash.display.StageDisplayState; import flash.events.KeyboardEvent; var chickCount = 0;[code]..........
I was looking at this game called "Tsunami Fighter" (if you google it, it'll be the first thing that pops up�I can't post links sadly) which is a keyboard mashing game. Basically you have to mash a certain keyboard button as fast as possible to stop the rage bar from reaching the top. I tried some things that I thought would work,
How would I script the keyboard mashing part of this game (The part where you have to keep a greater keyboardclicks/second than the rising bar You'll know what im talking about if you play the game. I'm not really concerned at the score or the graphics just the keyboard event thing.
I created an E-learning project for a customer that has pages that require the user to make keyboard entries. When the user enters a specific letter, the page progresses. The pages work as expected until the customer places the project in a 'wrapper' that controls the navigation. When this is done, the user can make the keyboard entries, but now the page will not progress to the next section. It seems that the wrapper is stopping the system from detecting that the specific letter is pressed.
why the swf does not catch any keyboard events? When i Ctrl+Enter my .fla there is a message appearing that says: "Your content will not stream. Runtime Shared Library (RSL) preloading will require all of your content to download before the first frame will play. To prevent this you can change the Runtime Shared Library Library Settings in the Advanced ActionScript 3.0 Settings dialog which can be raised from the Public Settings dialog. The Runtime Shared Libraries being preloaded are: textLayout_1.0..........."
Yet only sometimes when I press keys does it actually invoke. I have no clue why, I thought maybe something else has focus. Well I cannot add key listeners to NativeWindow or NativeApplication, and I would assume if it is on the WindowedApplication which is the root element, that as long as my application has focus the key presses should invoke the listener.
I have a key.addlistener setup to listen to key events.What I want to be able to do is to dispatch key events by for example a mouse click or just on load. I've tried a lot of possible solutions such as dispatchEvent with type as "onKeyDown" and "keyDown" etc.... but key listener simply do not treat it as a keyboard event.
seem to have trouble getting a keyboard event within a class to work, I have an ENTER_FRAME event which works fine, but the keyboard event never gets called.[code]
Is there way to navigate to various buttons on a stage using only the keyboard? I have several movies (complete with cover art) on my Flash stage. I want to convert them into buttons so that anytime a user navigates to that button and presses enter, it will take them to a new frame (where I will have information about that particular movie). I know how to do this with Mouse clicks. But, this application requires users to use arrow keys in order to navigate and not the mouse.
currently learning AS3 and having a bit of trouble with keyboard events. I feel like I understand how they work, but something about my implementation is faulty. This is basically the code I currently have, and I can't find an error in it based on tutorials and such that I've looked up:
I want my animation to STOP when I press SPACE, and then PLAY when I press SHIFT. This needs to be in AS3. The only catch is that my whole animation is composed of 5 Scenes. Would this be a problem? Also, I'm confused as to where I should add the code. I have it in a class and it still doesnt work. I tried putting it on the 1st frame on Scene 1.
The code for KEY_UP and KEY_DOWN seems to work fine. But, the rest of it returns the error "1119: Access of possibly undefined property Key through a reference with static type Class." How do you call a function for Right, Left, Enter, and Escape Keys?
Is there way to navigate to various buttons on a stage using only the keyboard? I have several movies (complete with cover art) on my Flash stage. I want to convert them into buttons so that anytime a user navigates to that button and presses enter, it will take them to a new frame (where I will have information about that particular movie). I know how to do this with Mouse clicks. But, this application requires users to use arrow keys in order to navigate and not the mouse.
I am trying to create an on-screen keyboard for a touch-screen kiosk. Does anyone know how to send a keyboard event to a text input component from a button click event? For example, the user will push the on-screen buttons to enter their name, press tab to go to the next field, and so on.
I believe that I somehow need to use dispatchEvent but have not been able to get it to work. For example, pressing the on-screen A keyboard button will fire a CLICK event and call a handler to place an A in the currently focused text input component. The handler needs to be able to dispatch a keyboard event (with the correct keycode) to that text input field and that is where I am stuck.
My 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?
I have a keyboard app that is placed on a touch screen. I want to trigger the actual keyboard events within Flash. for example Key.BACKSPACE , Key.SHIFT etc, without actually pressing any keys on a key board