"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 <[email protected]> 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.
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