本文的目的是在DOTA2自定义游戏中实现一个WASD控制的8方向移动,如果你想实现的是4方向的,稍微修改一点点代码也可以做到。
通过本文,你也可以了解到DOTA2自定义按键的流程。
本文的所有代码你都可以在我开源的Endless Dungeon项目中找到
一、声明按键绑定
按键绑定需要写在 game/dota_addons/你的项目文件夹/addon_info.txt
中(完整代码)
"Default_Keys"
{
"01"
{
"Key" "D"
"Command" "+PlayerMoveRight"
"Name" "PlayerMoveRight"
}
"02"
{
"Key" "W"
"Command" "+PlayerMoveUp"
"Name" "PlayerMoveUp"
}
"03"
{
"Key" "S"
"Command" "+PlayerMoveDown"
"Name" "PlayerMoveDown"
}
"04"
{
"Key" "A"
"Command" "+PlayerMoveLeft"
"Name" "PlayerMoveLeft"
}
}
就完成了按键的声明。
命令的回调声明则是在content/dota_addons/你的项目名称/panorama/scripts/custom_game/key_binding.js
文件中(完整代码)
其中,要注意的是+
代表按键按下,-
代表按键抬起。
function WrapFunction(name) {
return function() {
Game[name]();
};
}
(function() {
Game.AddCommand( "+PlayerMoveUp", WrapFunction("PlayerMoveUp"), "", 0 );
Game.AddCommand( "+PlayerMoveDown", WrapFunction("PlayerMoveDown"), "", 0 );
Game.AddCommand( "+PlayerMoveLeft", WrapFunction("PlayerMoveLeft"), "", 0 );
Game.AddCommand( "+PlayerMoveRight", WrapFunction("PlayerMoveRight"), "", 0 );
Game.AddCommand( "-PlayerMoveUp", WrapFunction("PlayerMoveUp_End"), "", 0 );
Game.AddCommand( "-PlayerMoveDown", WrapFunction("PlayerMoveDown_End"), "", 0 );
Game.AddCommand( "-PlayerMoveLeft", WrapFunction("PlayerMoveLeft_End"), "", 0 );
Game.AddCommand( "-PlayerMoveRight", WrapFunction("PlayerMoveRight_End"), "", 0 );
)();
这里需要注意的问题是,这个js文件,你最好一次性写完之后,只在custom_ui_menifest.xml
里面引用他,这也是为什么需要用WrapFunction
方法来把回调放在其他的文件中,这样如果你如果修改回调方法并保存js文件后,引擎重新运行js文件就不会运行到Game.AddCommand
,否则,命令绑定就会失效导致按键就会无响应(这是一个已知的BUG,很影响debug的效率)。
二、js的命令回调
在任意被引用的js文件中写明命令的回调如下:
Game.PlayerMoveUp = function() {
GameEvents.SendCustomGameEventToServer("ed_player_start_move_up", {})
};
Game.PlayerMoveDown = function() {
GameEvents.SendCustomGameEventToServer("ed_player_start_move_down", {})
};
Game.PlayerMoveLeft = function() {
GameEvents.SendCustomGameEventToServer("ed_player_start_move_left", {})
};
Game.PlayerMoveRight = function() {
GameEvents.SendCustomGameEventToServer("ed_player_start_move_right", {})
};
Game.PlayerMoveUp_End = function() {
GameEvents.SendCustomGameEventToServer("ed_player_end_move_up", {})
};
Game.PlayerMoveDown_End = function() {
GameEvents.SendCustomGameEventToServer("ed_player_end_move_down", {})
};
Game.PlayerMoveLeft_End = function() {
GameEvents.SendCustomGameEventToServer("ed_player_end_move_left", {})
};
Game.PlayerMoveRight_End = function() {
GameEvents.SendCustomGameEventToServer("ed_player_end_move_right", {})
};
三、服务器端的事件响应
服务器在收到ed_player_start_move_up
之类的事件之后,做出具体的响应,代码如下,具体说明见注释
function CEDGameMode:_RegisterCustomGameEventListeners()
-- 注册移动的事件响应,上下左右的开始和结束(按下即开始,松开即结束)
CustomGameEventManager:RegisterListener("ed_player_start_move_up", function(_, keys)
self:On_ed_player_start_move_up(keys)
end)
CustomGameEventManager:RegisterListener("ed_player_start_move_down", function(_, keys)
self:On_ed_player_start_move_down(keys)
end)
CustomGameEventManager:RegisterListener("ed_player_start_move_left", function(_, keys)
self:On_ed_player_start_move_left(keys)
end)
CustomGameEventManager:RegisterListener("ed_player_start_move_right", function(_, keys)
self:On_ed_player_start_move_right(keys)
end)
CustomGameEventManager:RegisterListener("ed_player_end_move_up", function(_, keys)
self:On_ed_player_end_move_up(keys)
end)
CustomGameEventManager:RegisterListener("ed_player_end_move_down", function(_, keys)
self:On_ed_player_end_move_down(keys)
end)
CustomGameEventManager:RegisterListener("ed_player_end_move_left", function(_, keys)
self:On_ed_player_end_move_left(keys)
end)
CustomGameEventManager:RegisterListener("ed_player_end_move_right", function(_, keys)
self:On_ed_player_end_move_right(keys)
end)
end
-- 上下左右四个方向
local upVector = Vector(0, 1, 0)
local downVector = Vector(0, - 1, 0)
local leftVector = Vector(- 1, 0, 0)
local rightVector = Vector(1, 0, 0)
-- 核心的控制上下左右移动的循环
local function createMovingTimer(hero)
if hero.m_MovingTimer then
return
end
-- 创建按键计时器,Timer函数需要https://github.com/XavierCHN/EndlessDungeon/blob/master/game/ed/scripts/vscripts/utils/funcs.lua
-- 中的Timer函数
hero.m_MovingTimer = Timer(function()
if not (IsValidEntity(hero) and hero:IsAlive()) then
hero.bMovingUp = false
hero.bMovingDown = false
hero.bMovingLeft = false
hero.bMovingRight = false
return 0.03
end
local movingVector = Vector(0, 0, 0)
-- 根据玩家英雄当前上下左右的状态,计算玩家当前应该移动的方向
-- 如按下A则应当向左移动
-- 同时按AD应当不移动
-- 同时按WD应当向右上方移动
if hero.bMovingUp then
movingVector = movingVector + upVector
end
if hero.bMovingDown then
movingVector = movingVector + downVector
end
if hero.bMovingLeft then
movingVector = movingVector + leftVector
end
if hero.bMovingRight then
movingVector = movingVector + rightVector
end
movingVector = movingVector:Normalized()
-- 具体的移动
if movingVector.x == 0 and movingVector.y == 0 then
-- 如果x, y均等于0,则不移动
else
-- 开始移动
if not hero:IsStunned() then
-- 直接设定面向,这样快速交替按AD才会有响应
hero:SetForwardVector(movingVector)
-- 往移动的方向移动一小步
ExecuteOrderFromTable({
UnitIndex = hero:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = hero:GetOrigin() + movingVector * 32
})
else
hero:Stop()
end
end
return 0.03
end)
end
-- 开始向上移动的按键响应,其他方向的与此类似
function CEDGameMode:On_ed_player_start_move_up(keys)
local player = PlayerResource:GetPlayer(keys.PlayerID)
if not player then
return
end
local hero = player:GetAssignedHero()
if not hero then
return
end
if not (IsValidEntity(hero) and hero:IsAlive()) then
hero.bMovingUp = false
ShowError("ed_hud_error_cannot_move", keys.PlayerID)
return
end
if not hero.m_MovingTimer then
createMovingTimer(hero)
end
-- 置向上移动为true
hero.bMovingUp = true
end
function CEDGameMode:On_ed_player_start_move_down(keys)
local player = PlayerResource:GetPlayer(keys.PlayerID)
if not player then
return
end
local hero = player:GetAssignedHero()
if not hero then
return
end
if not (IsValidEntity(hero) and hero:IsAlive()) then
hero.bMovingDown = false
ShowError("ed_hud_error_cannot_move", keys.PlayerID)
return
end
if not hero.m_MovingTimer then
createMovingTimer(hero)
end
hero.bMovingDown = true
end
function CEDGameMode:On_ed_player_start_move_left(keys)
local player = PlayerResource:GetPlayer(keys.PlayerID)
if not player then
return
end
local hero = player:GetAssignedHero()
if not hero then
return
end
if not (IsValidEntity(hero) and hero:IsAlive()) then
hero.bMovingLeft = false
ShowError("ed_hud_error_cannot_move", keys.PlayerID)
return
end
if not hero.m_MovingTimer then
createMovingTimer(hero)
end
hero.bMovingLeft = true
end
function CEDGameMode:On_ed_player_start_move_right(keys)
local player = PlayerResource:GetPlayer(keys.PlayerID)
if not player then
return
end
local hero = player:GetAssignedHero()
if not hero then
return
end
if not (IsValidEntity(hero) and hero:IsAlive()) then
hero.bMovingRight = false
ShowError("ed_hud_error_cannot_move", keys.PlayerID)
return
end
if not hero.m_MovingTimer then
createMovingTimer(hero)
end
hero.bMovingRight = true
end
function CEDGameMode:On_ed_player_end_move_up(keys)
local player = PlayerResource:GetPlayer(keys.PlayerID)
if not player then
return
end
local hero = player:GetAssignedHero()
if not hero then
return
end
if not (IsValidEntity(hero) and hero:IsAlive()) then
hero.bMovingUp = false
ShowError("ed_hud_error_cannot_move", keys.PlayerID)
return
end
if not hero.m_MovingTimer then
createMovingTimer(hero)
end
hero.bMovingUp = false
end
function CEDGameMode:On_ed_player_end_move_down(keys)
local player = PlayerResource:GetPlayer(keys.PlayerID)
if not player then
return
end
local hero = player:GetAssignedHero()
if not hero then
return
end
if not (IsValidEntity(hero) and hero:IsAlive()) then
hero.bMovingDown = false
ShowError("ed_hud_error_cannot_move", keys.PlayerID)
return
end
if not hero.m_MovingTimer then
createMovingTimer(hero)
end
hero.bMovingDown = false
end
function CEDGameMode:On_ed_player_end_move_left(keys)
local player = PlayerResource:GetPlayer(keys.PlayerID)
if not player then
return
end
local hero = player:GetAssignedHero()
if not hero then
return
end
if not (IsValidEntity(hero) and hero:IsAlive()) then
hero.bMovingLeft = false
ShowError("ed_hud_error_cannot_move", keys.PlayerID)
return
end
if not hero.m_MovingTimer then
createMovingTimer(hero)
end
hero.bMovingLeft = false
end
function CEDGameMode:On_ed_player_end_move_right(keys)
local player = PlayerResource:GetPlayer(keys.PlayerID)
if not player then
return
end
local hero = player:GetAssignedHero()
if not hero then
return
end
if not (IsValidEntity(hero) and hero:IsAlive()) then
hero.bMovingRight = false
ShowError("ed_hud_error_cannot_move", keys.PlayerID)
return
end
if not hero.m_MovingTimer then
createMovingTimer(hero)
end
hero.bMovingRight = false
end