Although this may sound stupid to ask, but I don't know why I just can't make it so that when I press a key then the character would move left, and same for right... should I use actionscripts such as setproperty? or something to do with telltarget? because I tried set property and it only works once after pressing the key, afterward no matter how many times I press it, it still doesn't work...
Well most likely you want to use actionscript with SetProperty... Ya know it would be easier for us to help if you posted your movement code here
What kind of game are you making?
put a button in your movie clip
then right click on the button and choose properties
On (Key: <Up>)
Set Property ("", Y Position) = GetProperty ( "/player",_y )-10
On (Key: <Down>)
Set Property ("", Y Position) = GetProperty ( "/player",_y )+10
On (Key: <Left>)
Set Property ("", X Position) = GetProperty ( "/player",_x)-10
On (Key: <Right>)
Set Property ("", X Position) = GetProperty ( "/player",_x)+10
"player" is the instance name of the movie clip
in thia example
This actionscript will move the mc "player" up, down , left or right with the arrow keys.
On (Key: <Up>
Set Property ("", Y Position) = _y-10
On (Key: <Down>
Set Property ("", Y Position) = _y+10
On (Key: <Left>
Set Property ("", X Position) = _x-10
On (Key: <Right>
Set Property ("", X Position) = _x)+10
Using the Keyboard repeat rate as an animation timer will result in game inconsistency! Keyboard-repeat rate is not a constant, as the users can change the settings in their control panel, and there is no standard or default.
All games require a timer of some sort. Flash has a frame rate already, that would more then likely not line up with the keyboards rate.
The work around is quite simple:
1. Your Keyboard or UI (User Interface) sets variables that represent the Keys status.
2. A flash MC (Move Clip) would be set up to process the data thus keeping consistency in gamy play.
The Process MC would look at a Variable if (Var = Key Down) then call animation, and set Var back to default. Loop this in a “frame loop” for the best results experiment with different time delays and UI.
I hope this makes sense, because it will save you from lots of headaches down the rode.
Is there a way to tell if a key is currently down or if it's been released? For example, is there an onKeyUp event?
I'm pretty sure the answer is no, but I just gotta make sure.
No, but I think there's a tutorial on this site with a workaround... Basically involves setting a timer to trigger a keyup if a keydown hasn't been received in the last 10 frames... Too dependent on the keyboard repeat rate...
Hopefully flash 5 will solve all our problems with keyboard controls
What's the name of the tutorial for the refresh rate? This is something I've been trying to do for a while.
The address you were looking for
Howdy 4eyes, In fact I dont put AS in a button just a matter of style rather I pass variables to the mc time line like Key_up=1 to trigger events. after the event the variable goes back to 0. Key_up=0. So there are 2 ways of moving your guy.
1. moves till the button is down and stops when release.
2. moves all the time you give em the direction only.
which one you choose?
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