Re: arrowKey 'up' and 'down'

2016-04-24 Thread Mike Bonner
Heres my take on it. Moved most of the code to the graphic.  Game loops
work so much better for this type of thing because you avoid the "arrowkey"
repeat problem entirely.

All it does is loop, look at what keys are down, and acts appropriately.
Changed the move distance to 5, and increment a counter to pick the next
animation frame.

Added a start button to start and stop the loop.  Great penguin graphics,
love the affect!

Heres a link to the modified stack.


On Sun, Apr 24, 2016 at 1:43 AM, RM  wrote:

> Of course my next problem is how, when a punter presses the arrowKey to
> have it "fire" only once: i.e. then chummy keeps his/her finger on the key
> it doesn't continue sending arrowKey signals after the first one.
>
> Richmond.
>
>
> ___
> use-livecode mailing list
> use-livecode@lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your
> subscription preferences:
> http://lists.runrev.com/mailman/listinfo/use-livecode
>
___
use-livecode mailing list
use-livecode@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-livecode


Re: arrowKey 'up' and 'down'

2016-04-24 Thread Mike Bonner
OOps, heres the link.
https://dl.dropboxusercontent.com/u/11957935/ANIMATION%209.5.livecode

On Sun, Apr 24, 2016 at 8:41 AM, Mike Bonner  wrote:

> Heres my take on it. Moved most of the code to the graphic.  Game loops
> work so much better for this type of thing because you avoid the "arrowkey"
> repeat problem entirely.
>
> All it does is loop, look at what keys are down, and acts appropriately.
> Changed the move distance to 5, and increment a counter to pick the next
> animation frame.
>
> Added a start button to start and stop the loop.  Great penguin graphics,
> love the affect!
>
> Heres a link to the modified stack.
>
>
> On Sun, Apr 24, 2016 at 1:43 AM, RM  wrote:
>
>> Of course my next problem is how, when a punter presses the arrowKey to
>> have it "fire" only once: i.e. then chummy keeps his/her finger on the key
>> it doesn't continue sending arrowKey signals after the first one.
>>
>> Richmond.
>>
>>
>> ___
>> use-livecode mailing list
>> use-livecode@lists.runrev.com
>> Please visit this url to subscribe, unsubscribe and manage your
>> subscription preferences:
>> http://lists.runrev.com/mailman/listinfo/use-livecode
>>
>
>
___
use-livecode mailing list
use-livecode@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-livecode


Re: arrowKey 'up' and 'down'

2016-04-24 Thread RM

Of course my next problem is how, when a punter presses the arrowKey to
have it "fire" only once: i.e. then chummy keeps his/her finger on the key
it doesn't continue sending arrowKey signals after the first one.

Richmond.

___
use-livecode mailing list
use-livecode@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-livecode


Re: arrowKey 'up' and 'down'

2016-04-24 Thread RM

"pass arrowKey" sorted things out rather well: thanks a lot!

https://www.dropbox.com/s/5ym1zrzebsfrbyy/ANIMATION%209.5.livecode.zip?dl=0

Richmond.

On 24.04.2016 08:44, Peter Bogdanoff wrote:

Also, you might include “pass arrowKey” at the end of the script

Peter

On Apr 23, 2016, at 12:49 PM, RM  wrote:


Thanks for those recommendations; will try them tomorrow as it is almost my 
bedtime
over here in Bulgaria.

Richmond.

On 23.04.2016 22:31, J. Landman Gay wrote:

On 4/23/2016 1:00 PM, RM wrote:

(pseudocode)

on arrowKey ArKey
  if ArKey = "right" then
move object in some way this line defines
send signal to object to initiate animation script within object
  end if
end arrowKey

when I hit my right arrow key ONCE the object moves and then animates ONCE.

HOWEVER, if I keep my finger on the right arrow key the movement
repeats, but the multiple
instances of the "send signal to object" scriptLine get "saved up" and
fire at the point I take my finger
off the arrow key;

The signals are added to a queue but don't get a chance to fire, presumably 
because the arrowkey message is happening repeatedly. Queued messages need some 
idle time before they'll execute.

This might work better if you add "without waiting" to the move command, allowing the 
handler to continue immediately, and then call the animation handler directly without using 
"send".


How can I tell when an end-user ('punter') has stopped pressing an arrowKey?

Try rawKeyUp, but you may not need that if you change the move command.



___
use-livecode mailing list
use-livecode@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-livecode


___
use-livecode mailing list
use-livecode@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-livecode



___
use-livecode mailing list
use-livecode@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-livecode


Re: arrowKey 'up' and 'down'

2016-04-23 Thread Peter Bogdanoff
Also, you might include “pass arrowKey” at the end of the script

Peter

On Apr 23, 2016, at 12:49 PM, RM  wrote:

> Thanks for those recommendations; will try them tomorrow as it is almost my 
> bedtime
> over here in Bulgaria.
> 
> Richmond.
> 
> On 23.04.2016 22:31, J. Landman Gay wrote:
>> On 4/23/2016 1:00 PM, RM wrote:
>>> (pseudocode)
>>> 
>>> on arrowKey ArKey
>>>  if ArKey = "right" then
>>>move object in some way this line defines
>>>send signal to object to initiate animation script within object
>>>  end if
>>> end arrowKey
>>> 
>>> when I hit my right arrow key ONCE the object moves and then animates ONCE.
>>> 
>>> HOWEVER, if I keep my finger on the right arrow key the movement
>>> repeats, but the multiple
>>> instances of the "send signal to object" scriptLine get "saved up" and
>>> fire at the point I take my finger
>>> off the arrow key;
>> 
>> The signals are added to a queue but don't get a chance to fire, presumably 
>> because the arrowkey message is happening repeatedly. Queued messages need 
>> some idle time before they'll execute.
>> 
>> This might work better if you add "without waiting" to the move command, 
>> allowing the handler to continue immediately, and then call the animation 
>> handler directly without using "send".
>> 
>>> How can I tell when an end-user ('punter') has stopped pressing an arrowKey?
>> 
>> Try rawKeyUp, but you may not need that if you change the move command.
>> 
> 
> 
> ___
> use-livecode mailing list
> use-livecode@lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your subscription 
> preferences:
> http://lists.runrev.com/mailman/listinfo/use-livecode


___
use-livecode mailing list
use-livecode@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-livecode


Re: arrowKey 'up' and 'down'

2016-04-23 Thread RM
Thanks for those recommendations; will try them tomorrow as it is almost 
my bedtime

over here in Bulgaria.

Richmond.

On 23.04.2016 22:31, J. Landman Gay wrote:

On 4/23/2016 1:00 PM, RM wrote:

(pseudocode)

on arrowKey ArKey
  if ArKey = "right" then
move object in some way this line defines
send signal to object to initiate animation script within object
  end if
end arrowKey

when I hit my right arrow key ONCE the object moves and then animates 
ONCE.


HOWEVER, if I keep my finger on the right arrow key the movement
repeats, but the multiple
instances of the "send signal to object" scriptLine get "saved up" and
fire at the point I take my finger
off the arrow key;


The signals are added to a queue but don't get a chance to fire, 
presumably because the arrowkey message is happening repeatedly. 
Queued messages need some idle time before they'll execute.


This might work better if you add "without waiting" to the move 
command, allowing the handler to continue immediately, and then call 
the animation handler directly without using "send".


How can I tell when an end-user ('punter') has stopped pressing an 
arrowKey?


Try rawKeyUp, but you may not need that if you change the move command.




___
use-livecode mailing list
use-livecode@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-livecode


Re: arrowKey 'up' and 'down'

2016-04-23 Thread J. Landman Gay

On 4/23/2016 1:00 PM, RM wrote:

(pseudocode)

on arrowKey ArKey
  if ArKey = "right" then
move object in some way this line defines
send signal to object to initiate animation script within object
  end if
end arrowKey

when I hit my right arrow key ONCE the object moves and then animates ONCE.

HOWEVER, if I keep my finger on the right arrow key the movement
repeats, but the multiple
instances of the "send signal to object" scriptLine get "saved up" and
fire at the point I take my finger
off the arrow key;


The signals are added to a queue but don't get a chance to fire, 
presumably because the arrowkey message is happening repeatedly. Queued 
messages need some idle time before they'll execute.


This might work better if you add "without waiting" to the move command, 
allowing the handler to continue immediately, and then call the 
animation handler directly without using "send".



How can I tell when an end-user ('punter') has stopped pressing an arrowKey?


Try rawKeyUp, but you may not need that if you change the move command.

--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

___
use-livecode mailing list
use-livecode@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-livecode