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 coun
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"
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
"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,
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
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 defin
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