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Monster game needs to be able to reuse keystrokes(I think)

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Nicodemus36Q
Monster game needs to be able to reuse keystrokes(I think)
on Feb 23, 2007 at 2:26:36 pm

Hello. Right I have game that I'm making called Happy Monster Island. So far it works great a title screen comes up with a flashing press start message you hit space then a menu appears with options you hit A and the game starts then you start hitting X and you can skip through all these bubbles.
Everything works the way its supposed to(there's even a cool FF7 noise when you skip the text bleep bleep it goes!) but I've come to a point where the user has to make a choice to go one way or the other and I can't do that. Because all the keystrokes actually do is advance the main timeline one frame. Theres a movie clip on each frame which is sometimes just a picture. Previously I had been trying to jump to a certain frame and play but I had problems so I had the temporary solution of apply code to the whole thing to make these keys go next frame. So here's my code anyway. I can't use buttons because I'm porting it onto a system without a cursor(hopefully)
keyListener = new Object();
keyListener.onKeyDown = function() {
x=Key.getAscii();
if(x==32){
nextFrame();
}
}
Key.addListener(keyListener);

keyListener = new Object();
keyListener.onKeyDown = function() {
x=Key.getAscii();
if(x==65){
nextFrame();
}
}
Key.addListener(keyListener);

keyListener = new Object();
keyListener.onKeyDown = function() {
x=Key.getAscii();
if(x==88){
nextFrame();
MyEffect_sound.start(0,0);
}
}
Key.addListener(keyListener);

So I don't even know what my problem is to be honest but if I could have extra functions for the same keys in order or have actionscript only affect one frame or something I could have enough interactivity to get by.



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