I'm in the process of learning the basics of Flash, and I just figured out how to animate a symbol/ instance through editing the symbol's frames once you double click on it.
Is there a way to trigger an animation? For example have the default animation of a person facing the screen being him bobbing up and down. But when the right arrow key is pressed, then goto an animation of him bobbing up and down facing the right side of the screen.
Create an animation from frame 1 to 10, on frame 10 insert the code:
gotoAndPlay(1);
Create the second animation loop from frame 11 to 20, on frame 20 insert the code:
gotoAndPlay(11);
etc..
then add an event listener to the stage to listen to keyboard event:
stage.addEventListener(KeyboardEvent.KEY_DOWN, handleKeyBoard);
function handleKeyBoard(event:KeyboardEvent):void
{
switch( event.keyCode ) {
case Keyboard.RIGHT :
animation.gotoAndPlay(11);// you can use label names or frame index
break;
case Keyboard.LEFT :
animation.gotoAndPlay(1);// return to original loop
break;
}
}
What you mean at specified times may be the event trigger time.
So my advise is to add an event listener to what you want to trigger an animation when a specific event triggered.
For example, when the right arrow key is pressed, then goto an animation of him bobbing up and down facing the right side of the screen.
animation.addEventListener(KeyboardEvent.KEY_DOWN,
function onKeyDown( e:KeyboardEvent ):void
{
//When Right key is pressed
if( e.keyCode == Keyboard.RIGHT )
{
//animation.gotoAndPlay("bobbing up and down");
//or do something else
}
});
Related
TLDR: I need code in action script 3 which will let users press keys like QWER to jump to a specific scene.
So what I'm doing is creating and interactive comic within flash, and to be blunt I didn't know any AS3 code before this and still pretty much know none.
So I'm going to need some help on this one and I think it is worth mentioning that I am using sound in this project.
what I need to know is how to use letter keys (eg. QWER) to act as shorts cuts to jump to specific scenes. What I have so far which is working is this and another version which uses a mouse click instead.
stop(); ( 1 )
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_KeyboardDownHandler);
function fl_KeyboardDownHandler(event:KeyboardEvent):void {
gotoAndPlay(currentFrame+1);
}
and of course all this does is advance the frame, which I do need for some sections of dialogue but that's the basis I've been trying to get it to work.
I do know that q = 81, w = 87, e = 69 and r = 82.
Besides that I've got nothing and I need some help real bad.
You need to check which key has been pressed, you can do it like this:
function fl_KeyboardDownHandler(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.Q){
//do what you need to do when Q was pressed
}else if(event.keyCode == Keyboard.W){
//same for W
}
...etc
}
The KeyboardEvent instance contains data about the event itself, part of it being keyCode, which gives the code of the pressed key. Using this property, you can detect which key the user pressed, and react accordingly.
As you understood, you can use gotoAndPlay() and gotoAndStop() to move around your animation.
It gives us the following code :
stop();
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_KeyboardDownHandler);
function fl_KeyboardDownHandler(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.Q) {
gotoAndPlay(1); // Back to the start
} else if (event.keyCode == Keyboard.W) {
gotoAndPlay(currentFrame-1); // Back one frame
} else if (event.keyCode == Keyboard.E) {
gotoAndPlay(currentFrame-1); // Forward one frame
} else if (event.keyCode == Keyboard.R) {
gotoAndPlay(100); // Go to 100th frame
}
}
Note that I am using the Keyboard class to get the keyCode associated to a specific key.
I am a complete n00b.
I'm working on a game. Basically, I have to perform no action if a button is pressed on a certain keyframe, but if it's not clicked, I need the scene to proceed until a certain point and then go to another frame.
In my stupid head I thought: if I can create an empty global variable I could input "something" when the button is clicked on my frame and check on a latter frame "if globalvar == "something": nothing happens, else: gotoAndPlay(where I need)"
Explanatory image:
Apparently that's not how AS3 works. So what can I do?
import flash.events.MouseEvent;
var pressed = "no";
function work(event:MouseEvent):void
{
pedal.visible = false;
cursor_mc.visible = false;
pressed = "yes"
}
pedal.addEventListener(MouseEvent.CLICK, work);
This is what I've got when the action needs to be performed.
Then I would put (I've never written an if statement in as3)
if (pressed == "no") {
gotoAndPlay(some other frame);
}
This would be put on a complete different frame AND LAYER from the previous so that the part in between is still played.
You got to add a new event, and ENTER_FRAME event to which will fire a function on every frame. There you could check whether the button is pressed. For example:
stage.addEventListener(Event.ENTER_FRAME, updateFunction);
function updateFunction(e:Event){
if(pressed == "no"){
if(currentFrame == frame number when you want to check){
gotoAndPlay(some other frame);
}
}
}
When I click 2 times on the touch "z" (keycode 90) on my keyboard, my item is removed.
timer=new Timer(500, 1);
stageRef.addEventListener(KeyboardEvent.KEY_UP, removeDraggedItem);
private function removeDraggedItem(e:KeyboardEvent){
if(timer.running==true)
{
if(e.keyCode==90)
{
stageRef.removeEventListener(MouseEvent.MOUSE_MOVE, dragItem);
stageRef.removeEventListener(Event.ENTER_FRAME, itemHitTest);
draggedItem.removeEventListener(MouseEvent.MOUSE_DOWN, itemClick);
stageRef.removeChild(draggedItem);
toolbar.useText.text = "";
if (stageRef.contains(this))
stageRef.removeChild(this);
Mouse.show();
Engine.playerControl = true;
}
}
else if(e.keyCode==90)
{
timer.start();
}
}
I'd like to change it and when we click 2 times with the mouse the item is removed but I can't figure out how to do it... if mouseDown = true ? it does'nt seem to work...
EDIT :
Ok I've tried to change (e.keyCode==90) by (e.buttonDown). No errors but nothings is happening when I double click...any idea why ?
Your code is only listening for a KEY_UP event: stageRef.addEventListener(KeyboardEvent.KEY_UP, removeDraggedItem);. You should add a KEY_DOWN event as well and then use the KEY_DOWN event in conjunction with the KEY_UP event to check for a double click. The code to add a KEY_DOWN event is stageRef.addEventListener(KeyboardEvent.KEY_DOWN, functionName);.
On another note if your trying to use MouseEvent.DOUBLE_CLICK you have to enable double click for the object you wish to double click. Oh and definitely include flash.events.MouseEvent
object.doubleClickEnabled = true;
object.addEventListener(MouseEvent.DOUBLE_CLICK, functionName);
Also I noticed in your removeDraggedItem function, you start a timer if the keycode equals 90. Then the next time a KEY_UP event is thrown you check if the timer is running and if so you remove a lot of event listeners and objects. You never stop the timer or reset the timer or remove the timer, I was just wondering if that was intentional?
I want to ask about this problem. I have a movieclip (instance name : char). Inside it I have 2 frames. The first frame contains a movieclip (it does nothing I forgot why I even bother to make it into movieclip). This first frame has frame label "still".
The second frame also contains a movieclip, inside it contains 12 frame. This second first frame has frame label "run"
This is my code
char.gotoAndStop(char.still);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keysDown);
stage.addEventListener(KeyboardEvent.KEY_UP,keysUp);
function keysDown(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.RIGHT)
{
char.gotoAndStop("run");
this. char.scaleX = 1;
}
}
function keysUp(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.RIGHT)
{
char.gotoAndStop("still");
}
}
The problem is, when I press RIGHT ARROW button, It moves, but the movieclip (with frame name "run") can't loop or even play complete from frame 1-12, it only plays from frame 1-9 then stop (not go to frame 10 or even loop)
is there something wrong with my code?
Have a look at how often the KEY_DOWN-Event is actually fired. For example by just tracing.
function keysDown(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.RIGHT)
{
trace("pressed");
char.gotoAndStop("run");
this. char.scaleX = 1;
}
}
You will realize that the event is thrown WHILE the Key is pressed, not only once. You actually call the gotoAndStop("run") repeatedly, which makes your animation mc restart all the time.
I'm constructing an area with selectable buttons that transition and appear every 10 frames. During these 10 frame transition periods I don't want the buttons to be selectable and if possible to disable the rollover.
I've tried creating an If statement on the addEventListener so that it only works when currentFrame is 11,21,31 etc but this didn't work. I then also tried the same principal on the function to which the Event Listener relates but still no success.
Does anyone have any ideas?
Add a listener for the ENTER_FRAME event, and put the if in the callback function.
For example
this.addEventListener (Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame (evt:Event):void {
if (currentFrame == 21) {
yourButton.enabled = false;
} else {
yourButton.enabled = true;
}
}
You could do 2 things:
1:
You manually add and remove the listener.
So when you start the transition, the listener is removed,
then when the transition ends, the listener is added.
2:
You make a custom listener which checks for the state of the frame to see whether it should execute its body.
EXAMPLE:
public void listener(event:Event) {
if (event.getSource().stage.getCurrentFrame() == 10) {//This is an example, I don't know whether this specific way will work.
//Run your code here
}
}