如何正确使用Flash上 的KeyboardEvent

问题描述 投票:0回答:2

我在开始使用的游戏中无法正常使用KeyboardEvent时遇到问题。我有三个类,一个用于处理级别,一个是实际级别,一个代表虚拟角色:

Level

import flash.display.MovieClip;
import flash.events.Event;

public class Fase extends Cena
{
    var avatar:Avatar;

    public function Fase()
    {
        // constructor code
        this.addEventListener(Event.ADDED_TO_STAGE, onAdded);
    }

    public function onAdded(e:Event)
    {
        avatar = new Avatar();
        this.addChild(avatar);
        avatar.x = stage.width/2;
        avatar.y = 30;

    }

    public function die()
    {
        this.removeEventListener(Event.ADDED_TO_STAGE, onAdded);
        (this.parent as ScreenHandler).removeChild(this);
    }

}

头像

public class Avatar extends MovieClip
{

    public function Avatar()
    {
        // constructor code
        this.addEventListener(Event.ADDED_TO_STAGE, onAdded);
    }

    public function onAdded(e:Event)
    {
        //stage.focus=this;
        this.addEventListener(KeyboardEvent.KEY_DOWN, apertou);
    }

    public function apertou(event:KeyboardEvent)
    {
        trace("o");
        if(event.keyCode == Keyboard.LEFT)
        {
            this.x++;
        }
    }

}

我在Avatar上使用stage.focus = this时,两个类都有所有软件包,但是如果在游戏执行过程中单击其他位置,焦点就会丢失,并且不再起作用。请任何人能帮助我吗?

提前感谢

actionscript-3 flash flash-cs5
2个回答
1
投票

键盘事件仅在分配给它们的对象是当前焦点时触发。

幸运的是,默认情况下stage始终具有焦点。这意味着您可以将事件侦听器添加到舞台上,以始终按预期触发键盘事件:

stage.addEventListener(KeyboardEvent.KEY_DOWN, apertou);

0
投票

您可以将密钥处理程序从化身移动到关卡或关卡,然后在其中移动化身。

public class Fase extends Cena
{
    var avatar:Avatar;

    public function Fase()
    {
        // constructor code
        this.addEventListener(Event.ADDED_TO_STAGE, onAdded);
    }

    public function onAdded(e:Event)
    {
        avatar = new Avatar();
        this.addChild(avatar);
        avatar.x = stage.width/2;
        avatar.y = 30;
        addEventListener(KeyboardEvent.KEY_DOWN, apertou);

    }

    public function die()
    {
        this.removeEventListener(Event.ADDED_TO_STAGE, onAdded);
        (this.parent as ScreenHandler).removeChild(this);
    }

    public function apertou(event:KeyboardEvent)
    {
        if(event.keyCode == Keyboard.LEFT)
        {
            avatar.x++;
        }
    }

}
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