Reputation: 319
My player stops moving when two keys are pressed at the same time. But the animation still moves. For example, if I press up and down at the same time or right and left at the same time.
On key down event listener:
if (event.keyCode == Keyboard.D)
{
isRight = true
}
if (event.keyCode == Keyboard.A)
{
isLeft = true
}
if (event.keyCode == Keyboard.W)
{
isUp = true
}
if (event.keyCode == Keyboard.S)
{
isDown = true
}
On key up event listener:
if (event.keyCode == Keyboard.D)
{
isRight = false
gotoAndStop(1);
}
if (event.keyCode == Keyboard.A)
{
isLeft = false
gotoAndStop(1);
}
if (event.keyCode == Keyboard.W)
{
isUp = false
gotoAndStop(1);
}
if (event.keyCode == Keyboard.S)
{
isDown = false
gotoAndStop(1);
}
On enterframe:
if (isRight == true)
{
x += 5;
play();
}
if (isLeft == true )
{
x -= 5;
play();
}
if (isUp == true)
{
y -= 5;
play();
}
if (isDown == true)
{
y += 5;
play();
}
Upvotes: 0
Views: 118
Reputation: 1051
I don't see any checks to see if more than 1 key is being pressed?
surely you should introduce something like a keycount into the enterframe:
var count:uint = 0;
if (isRight == true){
count++
x += 5;
}
if (isLeft == true ){
count++;
x -= 5;
}
if (isUp == true){
count++;
y -= 5;
}
if (isDown == true){
count++
y += 5;
}
if (count > 1) {
isRight = isLeft = isUp = isDown = false;
gotoAndStop(1);
} else {
play();
}
Upvotes: 0
Reputation: 606
If players goes x -= 1 and x += 1 it basically moves x += 0 overall. We can easily check that and stop animation in needed:
var iP:Point = new Point(x,y);//try to avoid creating new objects on frame interval
if (isRight) x += 5;
if (isLeft) x -= 5;
if (isUp) y -= 5;
if (isDown) y += 5;
if(!Point.distance(iP,new Point(x,y)) goToAndStop(1);
else play();
Upvotes: 1