Posts Tagged “KeyboardEvent”

Rick Moranis as Louis Tully in Ghostbusters.

Dana Barrett: Are you the Keymaster?
Dr. Peter Venkman: Yes. Actually I'm a friend of his, he asked me to meet him here.

-Ghostbusters

It's been a whole year since I needed to use the KeyManager class and from comments I've been made aware of bugs in my script.
I was hoping the scripts would be a sufficient start that should issues arrive, others would come up with work-a-rounds. (Thank you to all who noted solutions and problems.)

Lately I was needing to write some keyboard interactivity again and I wanted to add some features to help simplify newer task...also fix a couple of things in the process.
In Flex, a lot of coding deals with listening to events. The KeyManager needed events for the tasks I was working on. Callback functions where ok at first but adding "KEY_DOWN", "KEY_UP" and "KEY_SEQUENCE" events help make the class more useful for monitoring status. Monitoring events give more options for handling keyboard activity in one handler function versus using a separate function for each keyboard combination. So now I've updated the class to have both.
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When I am writing a flash app or game which uses the keyboard to control a character's movement, there is a situation that becomes annoying while controlling the character. I do not know the proper term for it ("sticky keys"?) but I will describe it...keyboard

When an app or game is written we "expect" the user to precisely press the proper key or key combination at a time to execute programmatic actions. However, most of us have ten fingers and we use more than one finger to press more than one button on the keyboard. The expected program reaction from multiple fingered keyboard input might not occur because you have another function executing when you expect just one at a time.
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