Try the following frame script in frame 1:
code:
keyer = new Object();
keyer.onKeyDown = function()
{
trace('this key was pressed: ' + Key.getAscii() + " (code = " + Key.getCode() + ")" );
if (Key.getAscii() == ord('a')) {
trace('A was pressed');
}
else if (Key.getCode() == Key.RIGHT) {
trace('Right was pressed');
}
}
Key.addListener(keyer);
In the keyDown event you can look at either Key.getAscii() - which will give you printable characters, or Key.getCode() which will get you arrows and other special keys.
Here's another version of the onKeyDown handler which uses two switch statements and is a little more elegant:
code:
keyer.onKeyDown = function()
{
trace('this key was pressed: ' + Key.getAscii() + " (code = " + Key.getCode() + ")" );
// check for special keys first
switch (Key.getCode()) {
case Key.RIGHT:
trace('right was pressed');
break;
case Key.LEFT:
trace('left was pressed');
break;
default:
// it wasn't a special key that we're tracking
switch (chr(Key.getAscii())) {
case 'A':
case 'a':
trace('A was pressed');
break;
case 'B':
case 'b':
trace('B was pressed');
break;
case 'C':
case 'c':
trace('C was pressed');
break;
}
}
}
You can also make an event handler for onKeyUp as well.




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