The way I've done the run in my game is it detects you clicked the run button which is a Movieclip, then it set the increased walkspeeds. If you lift your finger, or move it off the button, it reverts it back the default walkspeed is.
So, the problem is the run button only works when pressed prior to the directional DPAD.
How do I fix this?
My movement class
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.TouchEvent;
import flash.net.dns.AAAARecord;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
public class Movement extends MovieClip
{
public function Movement(main:Game)
{
trace("SUCCESS | Constructed Movement Class");
addChild(Game.playerPosKeeper_mc);
Game.playerPosKeeper_mc.x = 384;
Game.playerPosKeeper_mc.y = 46;
addChild(main.up_dpad);
main.up_dpad.x = 55;
main.up_dpad.y = 336;
addChild(main.down_dpad);
main.down_dpad.x = 57;
main.down_dpad.y = 432;
addChild(main.left_dpad);
main.left_dpad.x = 19;
main.left_dpad.y = 372;
addChild(main.right_dpad);
main.right_dpad.x = 118;
main.right_dpad.y = 372;
addChild(main.menu_dpad);
main.menu_dpad.x = 61;
main.menu_dpad.y = 377;
addChild(main.run_dpad);
main.run_dpad.x = 684;
main.run_dpad.y = 369;
addChild(main.barrierRoof1_game);
main.barrierRoof1_game.x = 0;
main.barrierRoof1_game.y = 0;
addChild(main.barrierRoof2_game);
main.barrierRoof2_game.x = 0;
main.barrierRoof2_game.y = 470;
addChild(main.barrierRoof3_game);
main.barrierRoof3_game.x = 0;
main.barrierRoof3_game.y = 320;
addChild(main.barrierSide1_game);
main.barrierSide1_game.x = 0;
main.barrierSide1_game.y = 0;
addChild(main.barrierSide2_game);
main.barrierSide2_game.x = 790;
main.barrierSide2_game.y = 0;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
main.run_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBeginRUN);
main.run_dpad.addEventListener(TouchEvent.TOUCH_OUT, onTouchEndRUN);
main.run_dpad.addEventListener(TouchEvent.TOUCH_END, onTouchEndRUN);
function onTouchBeginRUN(e:TouchEvent):void
{
Game.upWalkspeed = -5;
Game.downWalkspeed = 5;
Game.leftWalkspeed = -5;
Game.rightWalkspeed = 5;
}
function onTouchEndRUN(e:TouchEvent):void
{
Game.upWalkspeed = -3;
Game.downWalkspeed = 3;
Game.leftWalkspeed = -3;
Game.rightWalkspeed = 3;
}
for each (var aButton:MovieClip in main.Buttons)
{
aButton.addEventListener(TouchEvent.TOUCH_BEGIN, onDown);
aButton.addEventListener(TouchEvent.TOUCH_OUT, onUp);
aButton.addEventListener(TouchEvent.TOUCH_END, onUp);
}
function onDown(e:TouchEvent):void
{
switch (e.currentTarget)
{
case main.up_dpad :
Game.goingUp = true;
Game.goingDown = false;
Game.goingLeft = false;
Game.goingRight = false;
main._Direction.x = 0;
main._Direction.y = Game.upWalkspeed;
if (Game.player1)
{
if (P1UAnim_mc != null)
{
}
else
{
var P1UAnim_mc:MovieClip = new mc_P1UAnim();
addChild(P1UAnim_mc);
}
}
else if (Game.player2)
{
if (P2UAnim_mc != null)
{
}
else
{
var P2UAnim_mc:MovieClip = new mc_P2UAnim();
addChild(P2UAnim_mc);
}
}
break;
case main.down_dpad :
Game.goingUp = false;
Game.goingDown = true;
Game.goingLeft = false;
Game.goingRight = false;
main._Direction.x = 0;
main._Direction.y = Game.downWalkspeed;
if (Game.player1)
{
if (P1DAnim_mc != null)
{
}
else
{
var P1DAnim_mc:MovieClip = new mc_P1DAnim();
addChild(P1DAnim_mc);
}
}
else if (Game.player2)
{
if (P2DAnim_mc != null)
{
}
else
{
var P2DAnim_mc:MovieClip = new mc_P2DAnim();
addChild(P2DAnim_mc);
}
}
break;
case main.left_dpad :
Game.goingUp = false;
Game.goingDown = false;
Game.goingLeft = true;
Game.goingRight = false;
main._Direction.x = Game.leftWalkspeed;
main._Direction.y = 0;
if (Game.player1)
{
if (P1LAnim_mc != null)
{
}
else
{
var P1LAnim_mc:MovieClip = new mc_P1LAnim();
addChild(P1LAnim_mc);
}
}
else if (Game.player2)
{
if (P2LAnim_mc != null)
{
}
else
{
var P2LAnim_mc:MovieClip = new mc_P2LAnim();
addChild(P2LAnim_mc);
}
}
break;
case main.right_dpad :
Game.goingUp = false;
Game.goingDown = false;
Game.goingLeft = false;
Game.goingRight = true;
main._Direction.x = Game.rightWalkspeed;
main._Direction.y = 0;
if (Game.player1)
{
if (P1RAnim_mc != null)
{
}
else
{
var P1RAnim_mc:MovieClip = new mc_P1RAnim();
addChild(P1RAnim_mc);
}
}
else if (Game.player2)
{
if (P2RAnim_mc != null)
{
}
else
{
var P2RAnim_mc:MovieClip = new mc_P2RAnim();
addChild(P2RAnim_mc);
}
}
break;
}
if (! Game.inMotion)
{
Game.inMotion = true;
addEventListener(Event.ENTER_FRAME, onFrame);
}
}
function onFrame(e:Event)
{
movePlayer(main._Direction.x, main._Direction.y);
}
function onUp(e:TouchEvent):void
{
removeEventListener(Event.ENTER_FRAME, onFrame);
Game.goingUp = false;
Game.goingDown = false;
Game.goingLeft = false;
Game.goingRight = false;
Game.inMotion = false;
main._Direction.x = 0;
main._Direction.y = 0;
}
function movePlayer(movementX:Number, movementY:Number):void
{
var originalX:Number = Game.playerPosKeeper_mc.x;
var originalY:Number = Game.playerPosKeeper_mc.y;
Game.playerPosKeeper_mc.x += movementX;
if (checkCollision())
{
Game.playerPosKeeper_mc.x = originalX;
}
Game.playerPosKeeper_mc.y += movementY;
if (checkCollision())
{
Game.playerPosKeeper_mc.y = originalY;
}
}
function checkCollision():Boolean
{
for each (var StageCollisions:MovieClip in main.StageCollisions)
{
if (Game.playerPosKeeper_mc.hitTestObject(StageCollisions))
{
return true;
Game.inMotion = false;
}
}
return false;
}
}
}
}
EDIT:
Here's how I have done movement:
There is a movieclip thats binded to the coordinates of the player. This is what animations set their x and y coordinates to. If a player starts moving, then an inMotion variable becomes true, and this means the player is moving. A variable of the direction the player is going in also will change (if he's moving left goingLeft = true)
If the player hits something, or lets go of a direction on the DPAD, then inMotion is false.
This is done so that animations can be added to the stage at appropriate times, and be animated at appropriate times. For example:
I press left DPAD
inMotion = true, goingLeft = true
If the left animation is not on the stage, add it to the stage.
left animation detects variables are responds to them accordingly: inMotion && goingLeft move left direction !inMotion && !goingLeft were idle then, do not animate inMotion && !goingLeft were moving in another direction, remove the animation
I press right DPAD follows the same cycle mentioned above
This ensures the right animation is played at the correc times, and this code probably is longer than it needs to be, but this is honestly shows the limits to what I know in code.