Jumping Jack Flash

Paul Dupuis paul at researchware.com
Sat Jul 4 08:10:15 EDT 2015


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)





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