flash 游戏设计笔记:键盘控制

package com.game.keymanager {
	
	import flash.display.Stage;
	import flash.events.KeyboardEvent;
	import flash.ui.Keyboard;
	import flash.utils.Proxy;
	import flash.utils.flash_proxy;
	
	/**
	 * The KeyObject class recreates functionality of
	 * Key.isDown of ActionScript 1 and 2
	 *
	 * Usage:
	 * var key:KeyObject = new KeyObject(stage);
	 * if (key.isDown(key.LEFT)) { ... }
	 */
	dynamic public class KeyObject extends Proxy {
		
		private static var stage:Stage;
		private static var keysDown:Object;
		
		public function KeyObject(stage:Stage) {
			construct(stage);
		}
		
		public function construct(stage:Stage):void {
			KeyObject.stage = stage;
			keysDown = new Object();
			stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
			stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
		}
		
		flash_proxy override function getProperty(name:*):* {
			return (name in Keyboard) ? Keyboard[name] : -1;
		}
		
		public function isDown(keyCode:uint):Boolean {
			return Boolean(keyCode in keysDown);
		}
		
		public function deconstruct():void {
			stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
			stage.removeEventListener(KeyboardEvent.KEY_UP, keyReleased);
			keysDown = new Object();
			KeyObject.stage = null;
		}
		
		private function keyPressed(evt:KeyboardEvent):void {
			keysDown[evt.keyCode] = true;
		}
		
		private function keyReleased(evt:KeyboardEvent):void {
			delete keysDown[evt.keyCode];
		}
	}
}


暂时不多写了,因为csdn博客出问题,经常写文章都出错。真郁闷,先发一个键盘控制的类。可以进行使用的,在网上看到的。有兴趣尝试一下。用法很简单

第二种方式:使用了一种比较简洁的方式,同样是收集网上一种写法,感觉这种做法也是可以

使用的方法 使用 if(KEY.isDown(键值))这样就可以实现控制到我们希望的对象了。

package com.hero.ImageManager
{
	/*键盘按键判断类.
	使用时先初始化要监听的对象.再判断哪个键被按下了.
	KEY.init(stage);
	KEY.isDown(40);返回true或false
	*/
	import flash.events.Event;
	import flash.events.KeyboardEvent;
	import flash.display.DisplayObject;
	public class KEY {
        private static  var keyObj:KEY = null;
        private static  var keys:Object;
        public static function init(_stage:DisplayObject):void {
            if (keyObj == null) {
                keys = {};
                _stage.addEventListener(KeyboardEvent.KEY_DOWN, KEY.keyDownHandler);
                _stage.addEventListener(KeyboardEvent.KEY_UP, KEY.keyUpHandler);
            }
        }
        public static function isDown( keyCode:uint ):Boolean {
            return keys[keyCode];
			 
        }
        private static function keyDownHandler( e:KeyboardEvent ):void {
            keys[e.keyCode] = true;
			trace( keys[e.keyCode]);
        }
        private static function keyUpHandler( e:KeyboardEvent ):void {
            delete keys[e.keyCode];
        }
    }

}


第三种是使用:开关式的判断

  private var Isleft:Boolean;
  private var Isright:Boolean;
  private var Isup:Boolean;
  private var Isdown:Boolean;

  stage.addEventListener(KeyboardEvent.KEY_DOWN,keydown);
stage.addEventListener(KeyboardEvent.KEY_UP,keyup);

进行简单判定

private function keydown(event:Event):void
		{
			if (event.keyCode==Keyboard.UP)
			{
				Isup=true;
			}
			else if (event.keyCode==Keyboard.DOWN)
			{
				Isdown=true;
			}
			else if (event.keyCode==Keyboard.LEFT)
			{

				Isleft=true;
			}
			else if (event.keyCode==Keyboard.RIGHT)
			{
				Isright=true;                   
			}
		}
		private function keyup(event:Event):void
		{

			if (event.keyCode==Keyboard.UP)
			{
				Isup=false;

			}
			else if (event.keyCode==Keyboard.DOWN)
			{
				Isdown=false;
			}
			else if (event.keyCode==Keyboard.LEFT)
			{

				Isleft=false;
			}
			else if (event.keyCode==Keyboard.RIGHT)
			{
				Isright=false;

			}
		}


通过开关式的组合方式进行组合,这种也是一种常见的方式。

通过使用上面三种方式,我们可以简化我们在键盘上的控制。我个人还比较喜欢这三种方式。

通过上面的键盘控制,还可以配合到动画进行创作。

addEventListener(Event.ENTER_FRAME,GameLoop);

好,有兴趣可以把这些使用方式记录下来组合自己的键盘控制方式。

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