问题描述:
最近在做一个坦克大战的游戏中,按下方向键以后,坦克应该持续移动,而不是先移动一下,然后停顿一下,然后再继续移动。
下面是解决的办法。是通过结合Event.ENTER_FRAME事件来实现的
package
{
import flash.display.Graphics;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
/**
* company 7k7k
* @author 吴日辉
*/
public class KeyControl extends Sprite
{
private var isL:Boolean = false ;
private var isU:Boolean = false ;
private var isR:Boolean = false ;
private var isD:Boolean = false ;
private var player_speed:Number = 5;
private var player:Sprite = new Sprite();
public function KeyControl()
{
player.graphics.beginFill(0xff0000);
player.graphics.drawCircle(0, 0, 20);
player.graphics.endFill();
addChild(player);
player.x=100;
player.y=100;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandle);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandle);
addEventListener(Event.ENTER_FRAME, enterFrameHandle);
}
private function enterFrameHandle(e:Event):void
{
if (isL)
{
player .x -= player_speed ;
}
if(isR)
{
player .x += player_speed ;
}
if (isU)
{
player .y -= player_speed ;
}
if (isD)
{
player .y += player_speed ;
}
//边界检测
//...
}
private function keyDownHandle(e:KeyboardEvent):void
{
//如果需要8方位控制 注释下一行
setDefault();
switch(e.keyCode)
{
case 37 :
isL = true ;
break;
case 38 :
isU = true ;
break ;
case 39:
isR = true;
break ;
case 40:
isD = true ;
break ;
default :
break;
}
}
private function keyUpHandle(e:KeyboardEvent):void
{
switch(e.keyCode)
{
case 37 :
isL = false ;
break;
case 38 :
isU = false ;
break ;
case 39:
isR = false ;
break ;
case 40:
isD = false ;
break ;
default :
break;
}
}
private function setDefault():void
{
isL = false ;
isD = false ;
isR = false ;
isR = false ;
}
}
}