> on keyPressed me
> keyup
> end
>
>
> on KeyUp me
> if the keyPressed = "c" or the keyPressed = "C" then
> sprite(17).blend = 100
> else
> sprite(18).blend = 100
> end if
> end
>
> If you press c it still does the else loop
>
> what ever key you press it is doing the else command and not the if?
Your approach to checking for keys is giving you difficulty.
Try:
on keyDown me (or keyUp me)
if the key = "c" then
sprite(17).blend = 100
else
sprite(18).blend = 100
end if
end
Be aware that to receive a keyDown/Up handler you will probably need an
editable sprite on stage.
Better still to perhaps use keyPressed polling in an exitFrame hendler:
on exitFrame me
if keyPressed("c") then
sprite(17).blend = 100
sprite(18).blend = otherBlendValue
else
sprite(17).blend = otherBlendValue
sprite(18).blend = 100
end if
end
HTH,
-Sean.
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