Jumping Jack Flash

Richmond richmondmathewson at gmail.com
Sat Jul 4 11:20:40 EDT 2015

On 04/07/15 18:14, Richmond wrote:
> On 04/07/15 18:11, Richmond wrote:
>> 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.
> Here I go again - replying to my own posting.
> I think that what I really need is a way to stop the arrowKeys from 
> auto-repeating [ hmm; what's flushEvents("autoKey") for? ].
> Richmond.


I put "pass arrowKey" into all my loops, and "Bingo" . . . .

Of course it does mean that any game-player using the thing will get 
repetitive finger syndrome.


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