Jumping Jack Flash

Mike Bonner bonnmike at gmail.com
Sat Jul 4 09:04:09 EDT 2015


Heres an alternate method if you're interested.  It removes the need to
worry about repeat rates and overqueued messages.

https://dl.dropboxusercontent.com/u/11957935/Walker.livecode

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:
> >
> >
> 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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