On 04/07/15 15:10, Paul Dupuis wrote:
On 7/4/2015 4:47 AM, Richmond wrote:
One of the children on my Summer course was having 'problems' with
animating a 'person'
to jump [ think "Super Mario"].
Well, I don't know what he is doing this weekend, but it took me all
of 15 minutes to knock together a basic walker-cum-jumper:
https://www.dropbox.com/sh/tyt4o1md51bfair/AABThCCgJkqLQvz1e-NRQGg7a?dl=0
File: Walker.zip
HOWEVER, there is a slight snag insofar as that having been bashing
the left arrowKey, when I bash the up arrowKey (to generate a jump),
the character jumps, but then continues to execute the code stored
from my pressing the left or right key for far too long than is
necessary.
The same thing happens if I press the left key repeatedly, then the
right key once.
SO, what I need is some sort of INTERRUPT code so that when I press a
new arrowKey all previous information fed by my key bashing gets lost.
flush the pendingMessages of the queued arrowKey messages you no longer
want (see 'the pendingMessages' and 'cancel' entries in the dictionary)
Well, I tried flushEvents("all"), flushEvents("keyDown"),
flushEvents("autoKey")
to no effect . . .
Mind you, I am not sure if I can understand what the dictionary says
about flushEvents,
or maybe the fact is that the entry really isn't comprehensive.
Richmond.
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