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Flash As3按鍵問題

[英]Flash As3 key press issue

好的,所以我的主要問題是,Flash的KeyboardEvent慢了。 可以說我按了向左箭頭。 由於某種原因,運動會延遲然后運動。 當我進行兩次跳躍或完全跳躍時,我必須按住按鈕而不是按一下。 我的問題是閃光燈是否可以檢測到任何按鍵的按動,我該如何解決keyCode的移動延遲?

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不會連續觸發,因為這將使檢測單個擊鍵變得困難。

您要做的是使用KeyboardEvent僅更改速度變量,但將速度應用於另一個連續Event (即Event.ENTER_FRAME的位置變量。

我根據您的代碼創建了一個示例:

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;
}

這個想法是當按鍵下降到某個值時設置速度,並在按鍵返回時將其設置回0。

速度將連續應用於該位置。


從評論:

請仔細檢查您的第一句話。

確實有錯別字,但內容確實如我所願。

結果是連續射擊=連續運動。

不適合我。 對於不同的(鍵盤)硬件或軟件(操作系統,閃存運行時),這可能是不同的。 其他人也有類似的經驗,就像在手頭的問題的這些副本中可以看到的那樣。

我們不要看顯示對象的移動,也不要比較它們是否連續移動的觀點。 讓我們收集一些可比較的數據。

這是一個小的文檔類,它計算KEY_DOWN事件在5次出現之間的延遲。

要使用它,請確保應用程序具有焦點並按下任意按鈕,直到軌跡出現在輸出面板中。

釋放鍵將重置陣列,並且可以按住另一個鍵。

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);
        }
    }
}

這是我的結果:

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

可以觀察到三個重要的事情:

  1. 第一個值顯然並不有趣,因為它是兩次按下按鈕之間的時間。 (我只是想把它們放在一起)
  2. 第二個值大約為500毫秒,這意味着在事件的第一次和第二次發生之間經過了半秒的時間。
  3. 最后三個值大約為50ms,比500ms短得多。 這是只要按下按鍵,事件將持續觸發的速率

我在上面的答案中提供的代碼解決了此問題。

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