Flash 9 Key press Problem

Using Flash 9, when running an application from the IDE, key
presses of K which are supposed to do something in my app are being
captured by the IDE and doing something there instead.
Didn't happen in flash 8, is there a way to disable / fix
this.

Plucka,
> Using Flash 9, when running an application from the IDE,
> key presses of K which are supposed to do something in
> my app are being captured by the IDE and doing something
> there instead.
While in the SWF window you're testing in the IDE, go to
Control >
Disable Keyboard Shortcuts. Let me know if that does it for
you. :)
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design."

Similar Messages

  • Key Press Problem

    Hello!
    First i want to say, sorry my bad english.
    I'm new here,i searched on forums and web but i don't found the solution.
    I have 2 scenes:
    ''menu''
    ''level1''
    And i have a ''button'' in the ''level1''. This button is needed to start the game. It has only a code, that shows/hides/changes cursor. Nothing else.
    In ''menu'' i have 2 frames, the first is the ''mainmenu'', and the second is the ''levelselect'' ( where i have a button that redirects you to the scene ''level1'', it works.)
    I have this code in the scene ''level1'', but it only redirects me to ''menu'', frame 1,when i click that ''button''.
    But i don't know why, this thing works only when i click that button, but the 2 things are not related.
    This is the script for the ''escape'' key.
    stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_KeyboardDownHandler);
    function fl_KeyboardDownHandler(event:KeyboardEvent):void
                if(event.keyCode==27)
               gotoAndStop(1, "menu")        
              trace("escape" + event.altKey);
    And this is script for the button:
    ( I have custom cursor that activates when i press the button, it works perfectly.
    Just i need to click the button and the escape to redirect to the first scene. Dont know why.)
    import flash.events.MouseEvent;
    stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_KeyboardDownHandler);
    function fl_KeyboardDownHandler(event:KeyboardEvent):void
                if(event.keyCode==27)
               gotoAndStop(1, "menu")                                                                                           //this is the code, when i press the escape key
               dot.removeEventListener(Event.ENTER_FRAME, showcustomcursor);
               stage.removeChild(dot);
               Mouse.show();
              trace("Escape is " + event.altKey);                                                                                    //this line is only for test, so i know i pressed the ''escape''
    startbutton.addEventListener(MouseEvent.CLICK, activate);                                            //personal test too, i can see the whole stuff is active
    function activate(event:MouseEvent):void
              trace("Activated");
    startbutton.addEventListener(MouseEvent.CLICK, showcustomcursor)
    function showcustomcursor(event:MouseEvent):void
      stage.addChild(dot);
      dot.mouseEnabled = false;
      dot.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
      function fl_CustomMouseCursor(event:Event)
              dot.x = stage.mouseX;
              dot.y = stage.mouseY;
      Mouse.hide();                                                             //hides the cursor
    Thank you, and sorry.
    EDIT: I want to press only escape key to quit to main menu, not button+escape.

    never nest named functions. once you unnest them, copy and past your unedited code because you showed two different keylistener functions with the same name.
    function showcustomcursor(event:MouseEvent):void
      stage.addChild(dot);
      dot.mouseEnabled = false;
      dot.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
    Mouse.hide();
      function fl_CustomMouseCursor(event:Event)
              dot.x = stage.mouseX;
              dot.y = stage.mouseY;

  • Flash Key Pressed Function

    Hi, i want to make flash to go to the next frame no matter of that what letter keyboard key you press. Is that possible? But i need only letter keys not others like Tab, Enter, Backspace or Space... Thanks for your help.

    Key codes generally are grouped into sets, starting at one value thru another.  So you can use a set of conditionals to test if the key code is within the range of the letter keys.  Here's a link to a chart showing the key codes for Flash...
    http://people.uncw.edu/tompkinsj/112/FlashActionScript/keyCodes.htm
    Here is an example in AS2.  Be sure to disable keyboard shortcuts in the player when testing locally.
    var keyListener:Object = new Object();
    keyListener.onKeyDown = function() {
    var keyPressed= Key.getCode();
        if (keyPressed > 64 && keyPressed < 91) {
            trace("You're pressing a letter key");
    Key.addListener(keyListener);

  • Flash Action Script Key Press Restrictions

    Hello, so I am making a Pacman game and am using the following script for the movement of my character.
    onClipEvent (enterFrame) {
              speed = 10;
              if (Key.isDown(Key.LEFT))
                        this._x -= speed;
                        _root.char.gotoAndStop(2);
              if (Key.isDown(Key.RIGHT))
                        this._x += speed;
                        _root.char.gotoAndStop(1);
              if (Key.isDown(Key.UP))
                        this._y -= speed;
                        _root.char.gotoAndStop(3);
              if (Key.isDown(Key.DOWN))
                        this._y += speed;
                        _root.char.gotoAndStop(4);
    The problem that I'm having is that when I press the right and down keys, or any other two keys that result in diagonal movement, the character moves in that direction.  I only want the character to be able to move right, left, up and down.  The   _root.char.gotoAndStop(3); part of the script is just so that the character faces in that direction.  Is there any way to restrict the number of keys that can be pressed at once to one? Or to make it so that only the first of the two keys or the second of the two keys pressed is used? If not, is there any way to make a RIGHT and DOWN key press result in diagonal movement that also faces the character that way? Or stops the character entirely? I would throuroughly appreciate any help on the matter! Thanks in advance!
    Walt

    One way would be to incorpate "else" 's for the last three conditionals.  That would make it so that the first key determined to be down would be the key that determines the movement.
    onClipEvent (enterFrame) {
              speed = 10;
              if (Key.isDown(Key.LEFT))
                        this._x -= speed;
                        _root.char.gotoAndStop(2);
              } else  if (Key.isDown(Key.RIGHT))          {
                       this._x += speed;
                        _root.char.gotoAndStop(1);
              } else if (Key.isDown(Key.UP))          {
                        this._y -= speed;
                        _root.char.gotoAndStop(3);
              } else if (Key.isDown(Key.DOWN))           {
                        this._y += speed;
                        _root.char.gotoAndStop(4);

  • Simultaneous ASDW key press undetected

    Hi guys, I'm currently developing a game that uses ASDW buttons for its movement system
    During one of my testing session, i realized that if i press 2 buttons simultaneously, (ex: A and S), both events would be dispatched one after the other (just like what i assume they would do)
    But if i press 3 buttons simultaneously, (ex: A, S and D), the last keypress (D) will go undetected
    Only after i release one of the keys (either A or S) will the last keypress be detected
    From what i read here ==> http://blog.nobien.net/2008/05/12/more-than-two-simultaneous-key-presses-and-keyboardevent key_down-woes/
    It is said that the problem might had been caused by a hardware issue
    From what i read at wikipedia http://en.wikipedia.org/wiki/Keyboard_%28computing%29
    [quote]
    Some low-quality keyboards suffer problems with rollover (that is, when multiple keys are pressed in  quick succession); some types of keyboard circuitry will register a  maximum number of keys at one time. This is undesirable for games (designed for multiple keypresses, e.g. casting a spell while holding  down keys to run) and undesirable for extremely fast typing (hitting new  keys before the fingers can release previous keys). A common side  effect of this shortcoming is called "phantom key blocking": on some  keyboards, pressing three keys simultaneously sometimes resulted in a  4th keypress being registered.
    Modern keyboards prevent this from happening by blocking the 3rd key  in certain key combinations, but while this prevents phantom input, it  also means that when two keys are depressed simultaneously, many of the  other keys on the keyboard will not respond until one of the two  depressed keys is lifted. With better keyboards designs, this seldom  happens in office programs, but it remains a problem in games even on  expensive keyboards, due to wildly different and/or configurable  key/command layouts in different games.
    [/quote]
    Question
    - What causes this problem is it a hardware issue or a language/flash player problem?
    Because i might be wrong, but i think i've played several non-flash games before that possess the ability to address multiple keypress at the same time
    - Can this problem be fixed?
    Code
    package
            import flash.display.Sprite;
            import flash.events.KeyboardEvent;
            public class Keyboard extends Sprite
                     public function Keyboard()
                            this.stage.addEventListener("keyDown", showKey);
                    public function showKey(event:KeyboardEvent)
                            trace(event.keyCode);
    Any help regarding the matter is greatly appreciated, thank you in advance~

    Quote
    do you think an update of the bios will do the trick?
    No, no, no, it won't, so please don't try it!
    Also, if you read the comments in the link you posted, your answer is there:
    Quote
    By Tony Fendall on May 12, 2008 | Reply
    The problem comes from the way in which the signal for the pressed keys moves from your keyboard to your computer. The signal is only 8-bit, and there are limits to how the signal can be changed to represent more than one key being pressed in combination.
    Long story short, the guys who designed the origional keyboards made a descision to support all two key combinations, and then selected as many three key combinations as they could support with the hardware. This meant that some combinations had to be left out, and they had to make a descision about which ones were more important.
    It just happens to be that they chose not to support three key combinations which involve the up arrow key. I do not think there is any solution to this problem…
    If you're playing games, why not just remap the keys in the game's settings?

  • Missed Key Press

    I first noticed missed key press after installing and later removing Bootcamp.
    After several months of missing key presses, I uninstalled Internet Explore.
    The missed key presses were gone (unnoticed) for more than a week and then they started intermittently.
    After the Bootcamp removal and before the Internet Explore removal, I would notice the cursor flash about 10 times and stop. Then the next key press would miss.
    After Internet Explore removal, I have not seen the cursor stop, but I still get missed key presses. I tested it just now, counted 100 cursor flashes and the next key press missed. Repeated 100 count again and key press okay.
    Summary:
    Missed Key Press:
    iMac 17", OS 10.5.8
    After Bootcamp uninstall, missed key press after 7-10 cursor flashes always.
    After IE removal, missed key presses seemingly random.
    I seen old posts (2006 - 2009) about missed key press which were archived without answers.
    Any help would be appreciated.

    Capslock blinking twice and then repeating  is a diagnostic error message that means that the BIOS is corrupt.
    Try a hard reset as follows:
    1) Remove the battery and unplug the DC power adapter.
    2) Press and hold the power button for more than fifteen seconds.
    3) Plug in the DC power adapter (leave the battery out for now)
    4) Press the power button
    Please post your positive or negative results here in your thread.
    ****Please click on Accept As Solution if a suggestion solves your problem. It helps others facing the same problem to find a solution easily****
    2015 Microsoft MVP - Windows Experience Consumer

  • How to get the actual key pressed in a UITextField

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  • How do I delete files permanently from a usb flash key? On my mac (Yosemite 10.10) it's telling me the files are deleted, however on plugging key into television they're still there

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  • Using InputMap and ActionMap to detect any key pressed...plz help

    Hi,
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    Thank you very much in advance.

    Sounds like you want a KeyListener.
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        public void keyPressed(KeyEvent e) {
            System.out.println("Key pressed.");
        public void keyReleased(KeyEvent e) {
            System.out.println("Key released.");
    });See the API documentation for more information.

  • Key Press to Play Video, in multi-screen project

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  • How to detect any key pressed for program running in the background?

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