Jumping Jack Flash
bonnmike at gmail.com
Sat Jul 4 15:05:28 CEST 2015
Oh. The button at the top is a toggle to turn things on and off.
On Sat, Jul 4, 2015 at 7:04 AM, Mike Bonner <bonnmike at gmail.com> wrote:
> Heres an alternate method if you're interested. It removes the need to
> worry about repeat rates and overqueued messages.
> On Sat, Jul 4, 2015 at 6:10 AM, Paul Dupuis <paul at researchware.com> 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:
>> > 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)
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