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  • addEventListener() isn't detecting KEY_UP nor KEY_DOWN

    - by Zirenth
    My full code is import flash.events.KeyboardEvent; import flash.events.Event; //init some variables var speedX = 0; var speedY = 0; msg.visible = false; var curLevel = 2; var level = new Array(); var flagVar; var won = false; //Adding level platforms for(var i = 0; i < numChildren; i++) { if(getChildAt(i) is platform) { level.push(getChildAt(i).getRect(this)); } if(getChildAt(i) is flag) { flagVar = getChildAt(i).getRect(this); } } //Checking key presses var kUp = false; var kDown = false; var kLeft = false; var kRight = false; var kSpace = false; stage.addEventListener(KeyboardEvent.KEY_DOWN, kD); stage.addEventListener(KeyboardEvent.KEY_UP, kU); function kD(k:KeyboardEvent) { trace("Key down - " + k.keyCode); if(k.keyCode == 32) { kSpace = true; } if(k.keyCode == 37 ) { kLeft = true; } if(k.keyCode == 38) { kUp = true; } if(k.keyCode == 39) { kRight = true; } } function kU(k:KeyboardEvent) { trace("Key up - " + k.keyCode); if(k.keyCode == 32) { kSpace = false; } if(k.keyCode == 37) { kLeft = false; } if(k.keyCode == 38) { kUp = false; } if(k.keyCode == 39) { kRight = false; } } addEventListener(Event.ENTER_FRAME, loopAround); function loopAround(e:Event) { //horizontal movement if(kLeft) { speedX = -10; } else if(kRight) { speedX = 10; } else { speedX *= 0.5; } player.x += speedX; //horizontal collision checks for(var i = 0; i < level.length; i++) { if(player.getRect(this).intersects(level[i])) { if(speedX > 0) { player.x = level[i].left - player.width; } if(speedX < 0) { player.x = level[i].right; } speedX = 0; } } //vertical movement speedY += 1; player.y += speedY; var jumpable = false; //Vertical collision for(i = 0; i < level.length; i++) { if(player.getRect(this).intersects(level[i])) { if(speedY > 0) { player.y = level[i].top - player.height; speedY = 0; jumpable = true; } if(speedY < 0) { player.y = level[i].bottom; speedY *= -0.5; } } } //JUMP! if((kUp || kSpace) && jumpable) { speedY=-20; } //Moving camera and other this.x = -player.x + (stage.stageWidth/2); this.y = -player.y + (stage.stageHeight/2); msg.x = player.x - (msg.width/2); msg.y = player.y - (msg.height/2); //Checking win if(player.getRect(this).intersects(flagVar)) { msg.visible = true; won = true; } //Check for next level request if(kSpace && won) { curLevel++; gotoAndStop(curLevel); won = false; } } The section in question is //Checking key presses var kUp = false; var kDown = false; var kLeft = false; var kRight = false; var kSpace = false; stage.addEventListener(KeyboardEvent.KEY_DOWN, kD); stage.addEventListener(KeyboardEvent.KEY_UP, kU); function kD(k:KeyboardEvent) { trace("Key down - " + k.keyCode); if(k.keyCode == 32) { kSpace = true; } if(k.keyCode == 37 ) { kLeft = true; } if(k.keyCode == 38) { kUp = true; } if(k.keyCode == 39) { kRight = true; } } function kU(k:KeyboardEvent) { trace("Key up - " + k.keyCode); if(k.keyCode == 32) { kSpace = false; } if(k.keyCode == 37) { kLeft = false; } if(k.keyCode == 38) { kUp = false; } if(k.keyCode == 39) { kRight = false; } } This was working fine last night, but today I moved it to a new keyframe and now it's not working. I'm not getting any errors (even if I debug). It just won't move the character or even show up in output. I'm still quite new to as3, so I don't really know what to do. Thanks in advance. Edit: After playing with it a bit, I've found out that the reason it's not working is due to the menu. The menu has a single button and two text elements, which are fine. The code that I'm using on the menu is this: import flash.events.MouseEvent; stop(); var format:TextFormat = new TextFormat(); format.size = 26; format.bold = true; playGameButton.setStyle("textFormat", format); stage.addEventListener(MouseEvent.CLICK, playGame); function playGame(e:MouseEvent) { if(e.target.name == "playGameButton") { gotoAndStop(2); } } If I use just gotoAndStop(2); it works fine, but with everything else it just goes to the second frame, and nothing else works after that. Edit #2: I've narrowed it down even farther to the if statement itself. if(e.target == playGameButton) if(e.target.name == "playGameButton") Both of those don't work. If I just remove the if statement all together it works perfectly fine.

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