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]; } } }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]; } } }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; } } 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。