OnAddedToStage:
stage.addEventListener(KeyboardEvent.KEY_DOWN, addKey);
stage.addEventListener(KeyboardEvent.KEY_UP, removeKey);
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
AddKey:
if (m_keys.indexOf(p_e.keyCode) == -1) {
m_keys.push(p_e.keyCode);
m_lastKey = p_e.keyCode;
m_game.notify(new KeyMessage(KEYPRESSED, p_e.keyCode, m_game));
trace("USER IS PRESSING KEY " + p_e.keyCode);
}
RemoveKey:
var l_index:int = m_keys.indexOf(p_e.keyCode);
if(l_index!=-1){
m_keys.splice(l_index, 1);
m_game.notify(new KeyMessage(KEYRELEASED, p_e.keyCode, m_game));
trace("USER RELEASED KEY " + p_e.keyCode);
}
onMouseDown:
m_game.notify(new PointMessage(MOUSEDOWN, p_e.stageX, p_e.stageY, m_game));
trace(“MOUSEDOWN EVENT CAUGHT”);
Yeah that’s my code. I am using the traces to see if the event fires and mouseDown trace wont happen while a key is pressed.
If there needs to be any explaining I can, but I’m pretty sure the traces will speak for itself.
Could it be a laptop thing?? Didn’t think of it actually being my computer.
|