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Thread: [HowTo] trigger keyboard imput command (fighting game)

  1. #1
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    [HowTo] trigger keyboard imput command (fighting game)

    Q1.
    Left Left Right = function punch
    Left Down Right = function fireball

    how to trigger that keyboard event?

    ---------------------------------------

    Q2.
    Left > Right > Left > Right ... = true > function A
    Left > Right > Right > Left ... = false > stop
    Right > Left > Right > Left ... = true > function A
    Right > Right > Left > Left ... = false > stop
    that is:
    if i continue to the pattern LRLRLRLRLRLR, the function works
    if i'm not continue the pattern, say, LRLRLRRRLRRLL, the function will stop at 7

    use Array?
    how to do so?

    thx
    Last edited by yashiharu; 11-17-2005 at 10:08 AM.

  2. #2
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    Quote Originally Posted by yashiharu
    Q1.
    Left Left Right = function punch
    Left Down Right = function fireball

    how to trigger that keyboard event?
    You could set a variable, that will check about the user press the key that will be needed to continue in the punch-action;

    (1) In the statement where you check about the user has pressed Left ( Use KeyUp here, not key down. ) you check the variable "combo". If it is 0, you set it to 1. If it is 1, you set it to 2. Else, you will set it to zero.

    (2) In the statement where you check about the user has pressed Right you check the variable combo again. If it is 2, you run the function for the punch and set it to zero. Else, you just set it back to zero.

    It's just the idea, I think you can't take it all by word, but tt should work if you do it this way.

    And I don't get your second question, sorry...

    mfg Dave
    code:

    #include "signature.as"


  3. #3
    Senior Member tonypa's Avatar
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    I would do it with string maybe. Whenever key is pressed its value would be added to the beginning of string. And if the length is more then you need, delete char from the end.

    So, lets say the last 4 keys pressed were in order:
    Up > Down > Left > Right
    This would result in the string "RLDU".
    Now you only need to check if that string is what you need to start the function:
    if(keystring=="LLRR"){
    //function A
    }else if(keystring=="RLL"){
    //punch
    }

  4. #4
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    Quote Originally Posted by davenaegeli
    You could set a variable, that will check about the user press the key that will be needed to continue in the punch-action;

    (1) In the statement where you check about the user has pressed Left ( Use KeyUp here, not key down. ) you check the variable "combo". If it is 0, you set it to 1. If it is 1, you set it to 2. Else, you will set it to zero.

    (2) In the statement where you check about the user has pressed Right you check the variable combo again. If it is 2, you run the function for the punch and set it to zero. Else, you just set it back to zero.

    It's just the idea, I think you can't take it all by word, but tt should work if you do it this way.

    And I don't get your second question, sorry...

    mfg Dave
    thank you very much.

    a very good concept for me ...
    useful!

    and i updated Q2

  5. #5
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    Quote Originally Posted by tonypa
    I would do it with string maybe. Whenever key is pressed its value would be added to the beginning of string. And if the length is more then you need, delete char from the end.

    So, lets say the last 4 keys pressed were in order:
    Up > Down > Left > Right
    This would result in the string "RLDU".
    Now you only need to check if that string is what you need to start the function:
    if(keystring=="LLRR"){
    //function A
    }else if(keystring=="RLL"){
    //punch
    }
    that was a wonderful method!!!
    but how about the speed? will it slower?

    i will try it very soon

    thx

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