Also, you might include “pass arrowKey” at the end of the script Peter
On Apr 23, 2016, at 12:49 PM, RM <richmondmathew...@gmail.com> 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