Keyboard Tasks
Table 10-10 shows the handler(s) and scripts(s) used to accomplish common tasks related to the keyboard. The trick is to place the correct type of handler in the correct type of script, so that it will be called when the event of interest occurs.
Table 10-10. Common Keyboard Tasks
To Detect |
Use This Type of Handler or Property |
In This Type of Script |
---|---|---|
Keyboard input for all sprites using a particular cast member |
on keyDown |
Castmember script |
Keyboard input for a sprite |
on keyDown |
Sprite script |
Keyboard input ignored by all sprites in a frame |
on keyDown |
Frame script |
Keyboard input throughout the entire movie otherwise ignored by other scripts |
on keyDown |
Movie script |
All keyboard input before it is passed to individual sprites or frames. |
set the keyDownScript |
Place primary event handler in movie script |
Keyboard input from numeric keypad |
on keyDown |
Sprite or cast member script |
Key being pressed at any time |
set the keyDownScript |
Place primary event handler in movie script |
Key being released at any time |
set the keyUpScript |
Place primary event handler in movie script |
Modifier keys |
Check the commandDown, controlDown, optionDown, or shiftDown property |
Any |
The last key pressed |
Check the key, keyPressed, keyCode property |
Any |
Whether a specific key is pressed |
Use third-party Xtras described under "Keyboard Xtras" later in this chapter |
Any |
See "Keyboard Focus" earlier in the chapter to force keyboard focus on a sprite.There is no easy ...
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