[英]AS3 flash keyboard events spacebar issue
大家好,非常感谢您的帮助
好的,问题是这样的。 我正在尝试自动移动动画片段
movieClip.x += xspeed ;
当然这可行,但问题在于我希望通过按下键盘来触发..问题是我无法进行键盘事件,就像鼠标点击一样。 .it停止工作。.我希望它像onclick一样应该开始自动移动。
有任何想法吗? 谢谢
您好,非常感谢您的答复,对于您的延迟深表歉意。 您的代码给了我一个主意,但我尝试不使用类来编写它。 它不会引发任何错误,但是也不起作用。 我一定在做些蠢事,请看一眼,让我知道。 //绳编码
var ropey = MovieClip(this.root).boat_mc.rope_mc.fishyrope_mc.hitbox_mc.y ;
trace(ropey);
var ropemove:Boolean;
stage.addEventListener(Event.ENTER_FRAME,ropeCode);
function ropeCode(e:Event):void
{
//detect keyboard spacebar click
stage.addEventListener(KeyboardEvent.KEY_UP,onSpacebarUp);
function onSpacebarUp(e:KeyboardEvent):void
{
if (e.keyCode == Keyboard.SPACE)
{
ropemove = true;
} else if(ropey > 600 ) {
ropemove = false;
}
}
//drop rope if variable = true
function dropRope(e:Event):void
{
if(ropemove = true) {
MovieClip(this.root).boat_mc.rope_mc.y += xSpeed;
} else if (ropemove = false) {
MovieClip(this.root).boat_mc.rope_mc.y -= xSpeed;
}
}
}
MyObj
扩展了MovieClip
(或Sprite
)。 基本上所有发生的事情是,您应该在获取KEY_UP
时切换一个变量(而不是KEY_DOWN
,因为如果按住该键将重复该操作)。 然后,在每一帧中检查此变量,如果很好,请移动
就像是:
private var m_shouldMove:Boolean = false;
// constructor
public function MyObj()
{
// add our listener for when we're added to the stage as we'll be adding events on it
this.addEventListener( Event.ADDED_TO_STAGE, this._onAddedToStage );
}
private function _onAddedToStage( e:Event ):void
{
// NOTE: the keyboard listener goes onto the stage
// you'll also need to remove the events when your object is removed (e.g. REMOVED_FROM_STAGE)
this.removeEventListener( Event.ADDED_TO_STAGE, this._onAddedToStage );
this.addEventListener( Event.ENTER_FRAME, this._onEnterFrame );
this.stage.addEventListener( KeyboardEvent.KEY_UP, this._onKeyUp );
}
private function _onEnterFrame( e:Event ):void
{
// every frame, if we should move, do so
if( this.m_shouldMove )
this.x += this.speed;
}
private function _onKeyUp( e:KeyboardEvent ):void
{
if( e.keyCode == Keyboard.SPACE )
this.m_shouldMove = !this.m_shouldMove; // toggle our var
}
更新
我对您的代码示例进行了重新设计,因此现在应该可以正常工作:
var rope = MovieClip(this.root).boat_mc.rope_mc.fishyrope_mc.hitbox_mc;
var ropeMove:Boolean = false;
stage.addEventListener(Event.ENTER_FRAME, ropeCode);
stage.addEventListener(KeyboardEvent.KEY_UP, onSpacebarUp);
function onSpacebarUp(e:KeyboardEvent):void
{
if (e.keyCode == Keyboard.SPACE)
ropeMove = !ropeMove; // toggles ropeMove (i.e. if it's true, sets it to false, and vice versa)
}
function ropeCode(e:Event):void
{
// move the rope
if( ropeMove )
{
rope.y += xSpeed;
// stop moving if we've gone too far
if( rope.y > 600.0 )
{
rope.y = 600.0;
ropeMove = false;
}
}
}
我改变了什么:
ropey
因为它不是必需的(对于> 600.0
检查,您仍然需要重新计算) ropeMove
var(此处不检查> 600.0
,因为这意味着您仅在按下任何其他键时进行检查) 代码在做什么:
rope
和ropeMove
- ropeMove
是用于了解,如果我们可以将绳子或不 ropeMove
变量 ropeMove
为true,我们将移动绳索 rope.y
大于600,则将其钳位到600,然后将ropeMove
设置为false
以便我们停止移动 更新2
通过添加可变的ropeDir
,绳索现在将连续不断地上下移动(假设ropeMove
为true
)
var rope = MovieClip(this.root).boat_mc.rope_mc.fishyrope_mc.hitbox_mc;
var ropeMove:Boolean = false;
var ropeDir:int = 1;
stage.addEventListener(Event.ENTER_FRAME, ropeCode);
stage.addEventListener(KeyboardEvent.KEY_UP, onSpacebarUp);
function onSpacebarUp(e:KeyboardEvent):void
{
if (e.keyCode == Keyboard.SPACE)
ropeMove = !ropeMove; // toggles ropeMove (i.e. if it's true, sets it to false, and vice versa)
}
function ropeCode(e:Event):void
{
// move the rope
if( ropeMove )
{
rope.y += xSpeed * ropeDir;
// stop moving if we've gone too far
if( rope.y > 600.0 && ropeDir == 1 )
ropeDir = -1;
else if( rope.y < 0.0 && ropeDir == -1 )
ropeDir = 1;
}
}
addEventListener(KeyboardEvent.KEY_DOWN, moveStarter);
function moveStarter():void
{
addEventListener(Event.ENTER_FRAME, startMove);
}
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