Screen Scrolls in games with arrow keys

My kids play a lot of games online.  I can't lock the screen or whatever you want to call it.  If the game requires the arrow keys to move the character, it scrolls the screen until they can't see the game.  I have tried to click on the flash player game window but it still scrolls to the bottom of the page when you pich the arrow keys.  Any help?  Thanks!

What is "it"? Did you create the game in Flash, or is this an online game?

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         private boolean _canDrag3  = false;
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              g.fillOval(x3, y3, BALL_DIAMETER2, BALL_DIAMETER2);
         }//end paintComponent
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    int y = e.getY(); // Save the y coord of the click
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    dragFromY = y - ballY; // how far from top
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                        && y >= y2 && y <= (y2 + BALL_DIAMETER2) )
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                   xInsideBall = x - x2;
                   yInsideBall = y - y2;
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              case KeyEvent.VK_LEFT: // move x coordinate left
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              break;
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                   _ballX += dx;
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    public void mouseMoved (MouseEvent e) {} // ignore these events
    public void mouseEntered (MouseEvent e) {} // ignore these events
    public void mouseClicked (MouseEvent e) {} // ignore these events
    public void mouseReleased(MouseEvent e) {} // ignore these events
    public void mouseExited (MouseEvent e) {}     // ignore these events
         public void keyReleased (KeyEvent ke) {} // ignore this junk
         public void keyTyped     (KeyEvent ke) {} // ignore this junk
    }//endclass DragBallPanel

    A couple of notes:
    - That code did not add the keyListener to anything.
    - At the moment (in the altered code below), only the blue circle moves, and only left/right. It is left as an exercise to the OP to 'take it from there'.
    - It only took four more lines of code to turn that code into an SSCCE*, which will generally get more help.
    - Please use code indentation, and the code formatting delimiters, when posting code. It makes code a lot easier to read and understand.
    * The SSCCE is described at..
    <http://www.physci.org/codes/sscce.html>
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    public class DragBallPanel extends JPanel
      implements MouseListener, MouseMotionListener, KeyListener
      private static final int BALL_DIAMETER = 50; // Diameter of ball
      private static final int BALL_DIAMETER2 = 50;
      //--- instance variables
      /** Ball coords. Changed by mouse listeners. Used by paintComponent. */
      private int _ballX = 50; // x coord - set from drag
      private int _ballY = 50; // y coord - set from drag
      private int x2 = 200; // starting x coord for 2nd ball
      private int y2 = 200; //starting y coord for 2nd ball
      private int x3 = 75;
      private int y3 = 150;
      /** Position in ball of mouse press to make dragging look better. */
      private int _dragFromX = 0; // pressed this far inside ball's
      private int _dragFromY = 0; // bounding box.
      private int xInsideBall = 0; //coordinates of where the mouse is pressed inside second ball
      private int yInsideBall = 0; //is pressed inside second ball
      private int x3InsideBall = 0; //coordinates of where the mouse is pressed inside second ball
      private int y3InsideBall = 0; //is pressed inside second ball
      /** true means mouse was pressed in ball and still in panel.*/
      private boolean _canDrag = false;
      private boolean _canDrag2 = false;
      private boolean _canDrag3 = false;
      /** Constructor sets size, colors, and adds mouse listeners.*/
      public DragBallPanel()
        setPreferredSize(new Dimension(400, 400));
        setBackground(Color.ORANGE);
        setForeground(Color.BLUE);
        //--- Add the mouse listeners.
        this.addMouseListener(this);
        this.addMouseMotionListener(this);
        // add the keylistener!
        this.addKeyListener(this);
        // make sure the panel is focusable
        setFocusable(true);
      }//endconstructor
      /** Ball is drawn at the last recorded mouse listener coordinates. */
      public void paintComponent(Graphics g)
        super.paintComponent(g); // Required for background.
        g.fillOval(_ballX, _ballY, BALL_DIAMETER, BALL_DIAMETER);
        g.setColor(Color.RED);
        g.fillOval(x2, y2, BALL_DIAMETER2, BALL_DIAMETER2);
        g.setColor(Color.BLACK);
        g.fillOval(x3, y3, BALL_DIAMETER2, BALL_DIAMETER2);
      }//end paintComponent
      public void mousePressed(MouseEvent e)
        int x = e.getX(); // Save the x coord of the click
        int y = e.getY(); // Save the y coord of the click
        if (x >= _ballX && x <= (_ballX + BALL_DIAMETER)
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          _canDrag = true;
          _dragFromX = x - _ballX; // how far from left
          _dragFromY = y - _ballY; // how far from top
        else
          _canDrag = false;
        //clicked on 2nd ball
        if(x >= x2 && x <= (x2 + BALL_DIAMETER2)
          && y >= y2 && y <= (y2 + BALL_DIAMETER2) )
          _canDrag2 = true;
          xInsideBall = x - x2;
          yInsideBall = y - y2;
        else
          _canDrag2 = false;
        if(x >= x3 && x <= (x3 + BALL_DIAMETER2)
          && y >= y3 && y <= (y3 + BALL_DIAMETER2) )
          _canDrag3 = true;
          x3InsideBall = x - x3;
          y3InsideBall = y - y3;
        else
          _canDrag3 = false;
      }//end mousePressed
      public void mouseDragged(MouseEvent e)
        // True only if button was pressed inside ball.
        //--- Ball pos from mouse and original click displacement
        if (_canDrag)
          _ballX = e.getX() - _dragFromX;
          _ballY = e.getY() - _dragFromY;
          //--- Don't move the ball off the screen sides
          _ballX = Math.max(_ballX, 0);
          _ballX = Math.min(_ballX, getWidth() - BALL_DIAMETER);
          //--- Don't move the ball off top or bottom
          _ballY = Math.max(_ballY, 0);
          _ballY = Math.min(_ballY, getHeight() - BALL_DIAMETER);
          this.repaint(); // Repaint because position changed.
        if (_canDrag2)
          x2 = e.getX() - xInsideBall;
          y2 = e.getY() - yInsideBall;
          x2 = Math.max(x2, 0);
          x2 = Math.min(x2, getWidth() - BALL_DIAMETER2);
          y2 = Math.max(y2, 0);
          y2 = Math.min(y2, getHeight() - BALL_DIAMETER2);
          this.repaint(); // Repaint because position changed.
        if (_canDrag3)
          x3 = e.getX() - x3InsideBall;
          y3 = e.getY() - y3InsideBall;
          x3 = Math.max(x3, 0);
          x3 = Math.min(x3, getWidth() - BALL_DIAMETER2);
          y3 = Math.max(y3, 0);
          y3 = Math.min(y3, getHeight() - BALL_DIAMETER2);
          this.repaint(); // Repaint because position changed.
      }//end mouseDragged
      public void keyPressed(KeyEvent ke)
        System.out.println("key PRESSED");
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        //int y = e.getY(); // Save the y coord of the click
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        switch (ke.getKeyCode())
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            _ballX = Math.max(_ballX, 0);
            break;
          case KeyEvent.VK_RIGHT: // move x coordinate right
            _ballX += dx;
            _ballX = Math.min(_ballX, getWidth() - BALL_DIAMETER);
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      public void mouseEntered (MouseEvent e) {} // ignore these events
      public void mouseClicked (MouseEvent e) {} // ignore these events
      public void mouseReleased(MouseEvent e) {} // ignore these events
      public void mouseExited (MouseEvent e) {} // ignore these events
      public void keyReleased (KeyEvent ke) {} // ignore this junk
      public void keyTyped (KeyEvent ke) {} // ignore this junk
      /** Add a main(), to make this an SSCCE. */
      public static void main(String[] args) {
        DragBallPanel dbp = new DragBallPanel();
        JOptionPane.showMessageDialog(null, dbp);
    }//endclass DragBallPanel

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    I am running into a glitch in Premiere Elements 12. When I nudge the CTI (playhead) using the arrow keys it moves only 1 frame no matter how many times I press the over arrow. The audio continues to scrub and the time indicator continues to change for each frame, but the CTI itself is stuck and no longer represents the proper location.
    Anyone solved this?
    I am using a MacBook Pro running OS 10.8.5.

    Thanks ATR for you reply, here I will try to explain my findings.
    My hw. sw. setup
    MACBook Pro, OS X 10.9.4, 16Gb, licensed Premiere Elements 12.1 upgraded from 12.0
    Just to confirm....are you saying that if you do just a one tap on the right or left arrow key, the Timeline Indicator will move 1 frame.              YES (if slow repeat).
    But, if you hold down and continue to hold down on the right of the right or left arrow key, the Timeline Indicator will not go into a continuing movement?     YES.
    >> Today I have found that this problem only show up in ”Expert” edit mode and not in ”Quick” mode.
          1. Current Timeline Indicator (CTI) only move/jump one frame when I first start to hold right or left key pressed, after this first jump CTI will stop to move,
                my movie and time counter will move and count as expected.
          2. If I repeat pressing right or left key with a speed faster than one press per 3seconds the CTI will be stopped,  slower repeat than every 3 second then CTI will move on every key press.  
          3. Note1   when CTI not move during continue key press or fast repeat R/L (< 3sec) the accumulated new CLI position will show up as a long jump on next press after 3sec paus.  
          4. Note2   I have also verifies with my Win7 friend with a new installed PE 12.1 running just fine without this CTI problem.  (MAC version only??)
    If so, several things that I would like you to do if you have not already....
    1. Delete the Adobe Premiere Elements Prefs file which should be found
        Users\Libraries\Application Support\Adobe\Premiere Elements\12
    >> After I delete the Adobe Premiere Elements Prefs file I did restart PE12 program and created  a new project ( an new PE Prefs was automatic create in the same directory as expected)
          But unfortunately my problem is still there.  
    2. In the opened project, go to Edit Menu/Preferences/General and experiment with the Timeline Playback Auto-Scrolling Options (No Scroll, Page Scroll, and Smooth Scroll).
    ATR Premiere Elements Troubleshooting: PE12/12.1: Timeline Playback Auto-Scrolling
    >> Thanks, here I found lot of good reading but your suggestion to change the Timeline Playback Auto-Scrolling Options did change scrolling behavior,
           unfortunately my problem is still there. 
    I am strictly an Elements Windows user, so please double check the translation of the suggested locations from Windows to Mac.
    How would describe your issue - "it worked before but not now" or "it never worked before".
    >> My best answer must be;  I have not seen this problem before but I´m trying to learn video editing so I could have missed the CTI behavior.
    Looking forward to your follow up.
    Thank you.
    Add On...Like the originator of this thread, are you working with a tryout of Premiere Elements 12/12.1?
    No this is a licensed version 12.0 upgraded to 12.1
    Summary:
    My conclusion must be that this CTI behavior is a software bug  (maybe only in MAC versionPE12 or in  some combination).
    How to fix my problem:
    Will a reinstall likely fix the problem?
    Or is´t a case for Adobe Support to handle? 
    I´m happy for any help here.
    Regards.
    Per

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