Does anyone know of any issues between director and flash when it comes to
keyboard events?
�
Using DirectorMX, FlashMX, WindowsXP Pro, Dual PIII, 1GB RAM
�
I have a director application that is being used for a presentation.� It has
three areas: 1 � title screen (press any key to continue), 2 � mpeg2 video,
3 � flash slide show.� The presentation is very linear, however we added
keyboard commands so the presenter can move around the presentation.
�
[ESC] � exits/quits
[HOME] � returns to the title screen
[END] � jumps to flash presentation
[SPACEBAR] � toggle, pauses/plays the video or flash sprite.
[�] � go previous section
[�] � go next section
�
I have 5 .swf files that play in sequence named 1.swf, 2.swf, 3.swf, etc.
when the user gets to 3.swf the keyboard events in director stop responding.
1.swf is imported into director as a linked member and at the end there is
actionScript that loads the next .swf file in the sequence.� These .swf
files behave like a PowerPoint presentation and there are simple buttons
that the user can go to the next frame label with in each .swf file.� We
have narrowed it down to the 3.swf file using the message window to output
(the key) that was pressed.� It always dies at this file.
�
The client supplied all the .swf files and we are providing the wrapper with
the video and title screen.� Initially the .swf files had keypress events
but we thoroughly took all the keypress events out.� There is nothing
unusual about these flash files that director can�t handle.� Basic
animation, some movie clips, simple action script typical in any basic flash
movie.� When we take 3.swf out of the chain there is no problem.� This had
been driving us nuts and can�t for the life of me figure out why director
stops receiving events on this one file.� This file is no different from the
others, we have stripped it down, checked and double checked.� I would
greatly appreciate any advice or input on why this might be happening.
�
tia,
todd
�
Below is the behavior used on the frame and flash sprite:
�
<frame script>
--//beh_fs_keyboard
�
--//property declarations
property pProgramSprite
�
�
--//EVENT HANDLERS
�
on keyDown(me)
�
� put the key
� put the key.charToNum
�
� case (the key).charToNum of
�����
����� -- esc key
��� 27:
�����
����� bIsPlaying = sendSprite(pProgramSprite, #mIsPlaying)
�����
����� if bIsPlaying then
�������
������� sendSprite(pProgramSprite, #mPlayPause)
�������
����� end if
�����
����� ExitWindow_open()
�����
����� --space bar
��� 32: sendSprite(pProgramSprite,#mPlayPause)
�����
����� --left arrow
��� 28: go previous
�����
����� --right arrow
��� 29: go next
�����
����� --home key
��� 1: go to marker("start")
�����
����� --end key
��� 4:
����� sWord = the labelList.line.count - 1
����� sLabel = the labelList.word[sWord]
����� go to marker(sLabel)�����
�����
� end case
�
end
�
�
on exitFrame me
�
� go to the frame
�
end
�
�
--//AUTHOR DEFINED HANDLERS
on getPropertyDescriptionList(me)
�
� pdl = [:]
�
� pdl[#pProgramSprite] = [#comment:"Program Sprite #:", #format:#integer,
#default:5]
�
� return pdl
�
end
</frame script>
�
<flash sprite script>
--//beh_flash
�
--//property declarations
property mySprite
property myMember
property pIsPlaying
�
�
--//event handlers
on beginSprite(me)
�
� put me
�
� mySprite = sprite(me.spriteNum)
� myMember = mySprite.member
�
� myMember.Loop�������� �����= FALSE
� myMember.directToStage = TRUE
�
� pIsPlaying = TRUE
�
end
�
�
on prepareFrame me
�
� if myMember.type = #flash then
���
��� if mySprite.mouseOverButton then
�����
����� mySprite.cursor = 280
�����
��� else
�����
����� mySprite.cursor = -1
�����
��� end if
���
� end if
�
end
�
�
--//public interface
on mIsPlaying(me)
�
� return pIsPlaying
�
end
�
�
on mPlayPause(me)
�
� if pIsPlaying then
��� mySprite.stop()
� else
��� mySprite.play()
� end if
�
� pIsPlaying = not pIsPlaying
�
end
�
</flash sprite script>
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