[英]Flash As3 key press issue
好的,所以我的主要问题是,Flash的KeyboardEvent
慢了。 可以说我按了向左箭头。 由于某种原因,运动会延迟然后运动。 当我进行两次跳跃或完全跳跃时,我必须按住按钮而不是按一下。 我的问题是闪光灯是否可以检测到任何按键的按动,我该如何解决keyCode的移动延迟?
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
import flash.events.Event;
//Initialized variables
var theKey:KeyObject = new KeyObject(stage);//Help the stage checks for keypressed objects
var hspeed:Number = 0;// horizontal speed
var vspeed:Number = 0;// vertical speed
var gravity:Number = 2;//Gravity
var friction:Number = .5;//Friction
var ground:int = 800;//Bottom of the stage
var JumpMax:Number = 0;//Double jump
//All Booleans (Mainly player states)
var aDown:Boolean = false;//Press left key
var dDown:Boolean = false;//Press right key
var Jumped:Boolean = false;//Player in jumping state
var AttackMode:Boolean = false;//Player in attacking state
var CrouchMode:Boolean = false;//Player in crouched state
var RightSide:Boolean = false;//Player hitting right side of block
var LeftSide:Boolean = false;//Player hitting left side of block
var DownSide:Boolean = false;//Player hitting the top of block
var UpSide:Boolean = false;//Player hits bottom of block
ultraDaimyo.gotoAndStop("idleDaimyo");
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyYeet);
function keyYeet(e:KeyboardEvent):void
{
if(e.keyCode == Keyboard.D)
{
dDown = true;
}
if(e.keyCode == Keyboard.A)
{
aDown = true;
}
if(e.keyCode == Keyboard.C)
{
AttackMode = true;
}
if(e.keyCode == Keyboard.W || Jumped == true)
{
Jumped = true;
}
}
stage.addEventListener(KeyboardEvent.KEY_UP, keyNot);
function keyNot(e:KeyboardEvent):void
{
if(e.keyCode == Keyboard.D)
{
dDown = false;
}
if(e.keyCode == Keyboard.A)
{
aDown = false;
}
if(e.keyCode == Keyboard.C)
{
AttackMode = false;
}
if(e.keyCode == Keyboard.W)
{
Jumped = false;
}
}
stage.addEventListener(Event.ENTER_FRAME, gameCycle);
function gameCycle(e:Event):void
{
hspeed *= friction;
ultraDaimyo.x += hspeed;
ultraDaimyo.y += gravity;
if(AttackMode)
{
ultraDaimyo.gotoAndStop("attackDaimyo");
ultraDaimyo.x += 5;
if(ultraDaimyo.scaleX == -1)
{
ultraDaimyo.gotoAndStop("attackDaimyo");
ultraDaimyo.x -= 10;
}
}
if(Jumped == true)
{
ultraDaimyo.y -= 30;
ultraDaimyo.gotoAndStop("jumpDaimyo");
}
if(dDown)
{
hspeed += 20;
ultraDaimyo.gotoAndStop("runDaimyo");
ultraDaimyo.scaleX = 1;
}
if(aDown)
{
hspeed -= 20;
ultraDaimyo.gotoAndStop("runDaimyo");
ultraDaimyo.scaleX = -1;
}
if(!aDown && !dDown && !AttackMode && !Jumped)
{
ultraDaimyo.gotoAndStop("idleDaimyo");
}
if(ultraDaimyo.x - ultraDaimyo.width/2 < 0)//If the player goes past the left side
{
ultraDaimyo.x = ultraDaimyo.width/2;
}
if(ultraDaimyo.x + ultraDaimyo.width/2 > 1400)//If the player goes past right
{
ultraDaimyo.x = 1400 - ultraDaimyo.width/2;//Player cant go past
}
if(ultraDaimyo.y + ultraDaimyo.height/2 < floor && Jumped)//If we are above the floor
{
if(Jumped)
{
ultraDaimyo.gotoAndStop("jumpDaimyo");
}
gravity++;//Accelerate gravity in the process
}
if(ultraDaimyo.y + ultraDaimyo.height/2 > floor)
{
Jumped = false;//If we are on the floor then we're not jumping
gravity = 0;//Gravity can no longer be applied
ultraDaimyo.y = floor - ultraDaimyo.height/2;//Player sits on top of the floor
}
}
KeyboardEvent
不会连续触发,因为这将使检测单个击键变得困难。
您要做的是使用KeyboardEvent
仅更改速度变量,但将速度应用于另一个连续Event
(即Event.ENTER_FRAME
的位置变量。
我根据您的代码创建了一个示例:
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
import flash.events.Event;
//Initialized variables
var speedX:Number = 0;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyYeet);
function keyYeet(e:KeyboardEvent):void
{
if(e.keyCode == Keyboard.D)
{
speedX = 20;
}
if(e.keyCode == Keyboard.A)
{
speedX = -20;
}
}
stage.addEventListener(KeyboardEvent.KEY_UP, keyNot);
function keyNot(e:KeyboardEvent):void
{
if(e.keyCode == Keyboard.D || e.keyCode == Keyboard.A)
{
speedX = 0;
}
}
addEventListener(Event.ENTER_FRAME, gameCycle);
function gameCycle(e:Event):void
{
ultraDaimyo.x += speedX;
}
这个想法是当按键下降到某个值时设置速度,并在按键返回时将其设置回0。
速度将连续应用于该位置。
从评论:
请仔细检查您的第一句话。
确实有错别字,但内容确实如我所愿。
结果是连续射击=连续运动。
不适合我。 对于不同的(键盘)硬件或软件(操作系统,闪存运行时),这可能是不同的。 其他人也有类似的经验,就像在手头的问题的这些副本中可以看到的那样。
我们不要看显示对象的移动,也不要比较它们是否连续移动的观点。 让我们收集一些可比较的数据。
这是一个小的文档类,它计算KEY_DOWN
事件在5次出现之间的延迟。
要使用它,请确保应用程序具有焦点并按下任意按钮,直到轨迹出现在输出面板中。
释放键将重置阵列,并且可以按住另一个键。
package
{
import flash.utils.getTimer;
import flash.events.KeyboardEvent;
import flash.display.Sprite;
public class Main extends Sprite
{
private var oldTime:Number = 0;
private var deltaTimes:Array = [];
public function Main()
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
}
private function onKeyDown(e:KeyboardEvent):void
{
var currentTime:Number = getTimer();
// collect 5 time differences between two consecutive occurrences of this event
if (deltaTimes.length < 5)
{
deltaTimes.push(currentTime - oldTime)
}
else
{
stage.removeEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
trace(deltaTimes);
}
oldTime = currentTime;
}
private function onKeyUp(e:KeyboardEvent = null):void
{
deltaTimes = [];
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
}
}
}
这是我的结果:
7584,499,49,51,50
2117,500,50,50,50
1786,500,50,50,49
1375,499,48,50,52
1395,500,50,50,50
1385,500,50,50,50
1243,501,47,52,49
2167,501,49,50,50
1587,500,50,50,50
3871,500,50,48,53
2237,500,49,51,49
1715,500,47,53,50
可以观察到三个重要的事情:
我在上面的答案中提供的代码解决了此问题。
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