在游戏中我们常常用到类似这样的操作:鼠标点击某位置,玩家对象移动到该位置,或者按鼠标方向键,玩家向不同方向移动,等等。这些操作无一不用与外部输入设备打交道。作为游戏的设计者,我们很需要在任何时候知道鼠标目前的位置,键盘的点击状况等,从而方便我们对游戏元素加以控制。因此作为一个游戏框架,外部输入模块也是必不可少的。
2.提供哪些功能,怎样使用?
外部输入模块主要实现的功能就是动态记录鼠标相对于canvas的位置,以及记录键盘上哪些键是按下的,哪些键刚刚松开,并触发相应的回调函数。
我们可以通过框架保存的两个字段获取鼠标当前在canvas的位置:
var x=cnGame.input.mouseX; var y=cnGame.input.mouseY;
由于canvas下的游戏编程模式是通过一个游戏循环来实现的帧动画(关于游戏循环请看:HTML5游戏框架cnGameJS开发实录(游戏循环篇)),因此单纯对键盘keyup与keydown的绑定,往往并不能达到期望效果,举个例子,我们如果想在键盘按下左键时使元素一直向左移动:
cnGame.input.onKeyDown("left",(){ player.move(-10); })
我们会发现这种方法并不能很好的运用在帧动画的编程模型。由于当我们按着键盘左方向键时,其回调函数会不断触发,因此触发频率并不能和你的帧动画的频率一致(要么太快要么太慢,取决于你的帧频率),所以更好的选择是每次帧更新时,判断左键是否按下,如果是按下游戏元素就向左移动一定位置,这样游戏元素就成为帧动画的一部分,随着每次帧的更新而更新:
/*每次帧更新调用的函数*/ var update=function(){ cnGame.input.isPressed("left",function(){player.move(-10);}) }
3.代码实现
首先看如何保持鼠标在canvas的位置。鼠标相对于canvas的位置,其实就是鼠标相对于页面的位置和canvas的位置之差。在之前的HTML5游戏框架cnGameJS开发实录(核心函数模块篇)里已经介绍过,在框架的初始化函数里,我们已经通过getCanvasPos获取到canvas在页面的位置,因此鼠标相对于canvas的位置可以如此计算:
/** *记录鼠标在canvas内的位置 **/ var recordMouseMove=function(eve){ var pageX,pageY,x,y; eve=cg.core.getEventObj(eve); pageX = eve.pageX || eve.clientX + document.documentElement.scrollLeft - document.documentElement.clientLeft; pageY = eve.pageY || eve.clientY + document.documentElement.scrollTop - document.documentElement.clientTop; cg.input.mouseX=pageX-cg.x; cg.input.mouseY=pageY-cg.y; }
之后再看看键盘输入的记录如何实现,我们需要一个数组,保存每个键的名值对(键名和键编码),以及一些对象,保存每个键对应的按下和松开的回调函数,还有最后一个对象,保存那些需要禁止默认行为的键名。(禁止键盘默认行为在游戏开发中很必要,可以防止玩家在操控时游戏对象时触发不必要的浏览器默认行为,例如滚动条滚动等)。
首先是建立键名和键编码的字典:
/** *键盘按键编码和键名 **/ var k=[]; k[8] = "backspace" k[9] = "tab" k[13] = "enter" k[16] = "shift" k[17] = "ctrl" k[18] = "alt" k[19] = "pause" k[20] = "capslock" k[27] = "esc" k[32] = "space" k[33] = "pageup" k[34] = "pagedown" k[35] = "end" k[36] = "home" k[37] = "left" k[38] = "up" k[39] = "right" k[40] = "down" k[45] = "insert" k[46] = "delete" k[91] = "leftwindowkey" k[92] = "rightwindowkey" k[93] = "selectkey" k[106] = "multiply" k[107] = "add" k[109] = "subtract" k[110] = "decimalpoint" k[111] = "pide" k[144] = "numlock" k[145] = "scrollock" k[186] = "semicolon" k[187] = "equalsign" k[188] = "comma" k[189] = "dash" k[190] = "period" k[191] = "forwardslash" k[192] = "graveaccent" k[219] = "openbracket" k[220] = "backslash" k[221] = "closebracket" k[222] = "singlequote" var numpadkeys = ["numpad1","numpad2","numpad3","numpad4","numpad5","numpad6","numpad7","numpad8","numpad9"] var fkeys = ["f1","f2","f3","f4","f5","f6","f7","f8","f9"] var numbers = ["0","1","2","3","4","5","6","7","8","9"] var letters = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"] for(var i = 0; numbers[i]; i++) { k[48+i] = numbers[i] } for(var i = 0; letters[i]; i++) { k[65+i] = letters[i] } for(var i = 0; numpadkeys[i]; i++) { k[96+i] = numpadkeys[i] } for(var i = 0; fkeys[i]; i++) { k[112+i] = fkeys[i] }
有点长,不过其实没啥技术含量,就是方便我们以后知道某个编码的键名是什么。例如我们按下左键,那么流程就是:获取到左键的键盘编码->在字典中得到键名->在对象中通过键名获取到之前同样通过键名保存的处理程序,并执行。
为键盘绑定处理程序的代码如下:
/** *记录键盘按下的键 **/ var recordPress=function(eve){ eve=cg.core.getEventObj(eve); var keyName=k[eve.keyCode]; pressed_keys[keyName]=true; if(keydown_callbacks[keyName]){ for(var i=0,len=keydown_callbacks[keyName].length;i<len;i++){ keydown_callbacks[keyName][i](); } } if(keydown_callbacks["allKeys"]){ for(var i=0,len=keydown_callbacks["allKeys"].length;i<len;i++){ keydown_callbacks["allKeys"][i](); } } if(preventDefault_keys[keyName]){ cg.core.preventDefault(eve); } }
每个键的处理程序可以有多个,所以这里保存处理程序的对象保存的是一个数组。另外需要注意通过pressed_keys数组保存了按下的键(pressed_keys[keyName]=true;),就是为了方便实现之前说过的在帧更新中进行一致的参数更新(可以在每次update时通过isPressed(keyName)判断某个键是否按下)。
最后附上该输入模块所有源代码:
/** * *输入记录模块 * **/ cnGame.register("cnGame.input",function(cg){ this.mouseX=0; this.mouseY=0; /** *记录鼠标在canvas内的位置 **/ var recordMouseMove=function(eve){ var pageX,pageY,x,y; eve=cg.core.getEventObj(eve); pageX = eve.pageX || eve.clientX + document.documentElement.scrollLeft - document.documentElement.clientLeft; pageY = eve.pageY || eve.clientY + document.documentElement.scrollTop - document.documentElement.clientTop; cg.input.mouseX=pageX-cg.x; cg.input.mouseY=pageY-cg.y; } cg.core.bindHandler(window,"mousemove",recordMouseMove); /** *被按下的键的集合 **/ var pressed_keys={}; /** *要求禁止默认行为的键的集合 **/ var preventDefault_keys={}; /** *键盘按下触发的处理函数 **/ var keydown_callbacks={}; /** *键盘弹起触发的处理函数 **/ var keyup_callbacks={}; /** *键盘按键编码和键名 **/ var k=[]; k[8] = "backspace" k[9] = "tab" k[13] = "enter" k[16] = "shift" k[17] = "ctrl" k[18] = "alt" k[19] = "pause" k[20] = "capslock" k[27] = "esc" k[32] = "space" k[33] = "pageup" k[34] = "pagedown" k[35] = "end" k[36] = "home" k[37] = "left" k[38] = "up" k[39] = "right" k[40] = "down" k[45] = "insert" k[46] = "delete" k[91] = "leftwindowkey" k[92] = "rightwindowkey" k[93] = "selectkey" k[106] = "multiply" k[107] = "add" k[109] = "subtract" k[110] = "decimalpoint" k[111] = "pide" k[144] = "numlock" k[145] = "scrollock" k[186] = "semicolon" k[187] = "equalsign" k[188] = "comma" k[189] = "dash" k[190] = "period" k[191] = "forwardslash" k[192] = "graveaccent" k[219] = "openbracket" k[220] = "backslash" k[221] = "closebracket" k[222] = "singlequote" var numpadkeys = ["numpad1","numpad2","numpad3","numpad4","numpad5","numpad6","numpad7","numpad8","numpad9"] var fkeys = ["f1","f2","f3","f4","f5","f6","f7","f8","f9"] var numbers = ["0","1","2","3","4","5","6","7","8","9"] var letters = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"] for(var i = 0; numbers[i]; i++) { k[48+i] = numbers[i] } for(var i = 0; letters[i]; i++) { k[65+i] = letters[i] } for(var i = 0; numpadkeys[i]; i++) { k[96+i] = numpadkeys[i] } for(var i = 0; fkeys[i]; i++) { k[112+i] = fkeys[i] } /** *记录键盘按下的键 **/ var recordPress=function(eve){ eve=cg.core.getEventObj(eve); var keyName=k[eve.keyCode]; pressed_keys[keyName]=true; if(keydown_callbacks[keyName]){ for(var i=0,len=keydown_callbacks[keyName].length;i<len;i++){ keydown_callbacks[keyName][i](); } } if(keydown_callbacks["allKeys"]){ for(var i=0,len=keydown_callbacks["allKeys"].length;i<len;i++){ keydown_callbacks["allKeys"][i](); } } if(preventDefault_keys[keyName]){ cg.core.preventDefault(eve); } } /** *记录键盘松开的键 **/ var recordUp=function(eve){ eve=cg.core.getEventObj(eve); var keyName=k[eve.keyCode]; pressed_keys[keyName]=false; if(keyup_callbacks[keyName]){ for(var i=0,len=keyup_callbacks[keyName].length;i<len;i++){ keyup_callbacks[keyName][i](); } } if(keyup_callbacks["allKeys"]){ for(var i=0,len=keyup_callbacks["allKeys"].length;i<len;i++){ keyup_callbacks["allKeys"][i](); } } if(preventDefault_keys[keyName]){ cg.core.preventDefault(eve); } } cg.core.bindHandler(window,"keydown",recordPress); cg.core.bindHandler(window,"keyup",recordUp); /** *判断某个键是否按下 **/ this.isPressed=function(keyName){ return !!pressed_keys[keyName]; }; /** *禁止某个键按下的默认行为 **/ this.preventDefault=function(keyName){ if(cg.core.isArray(keyName)){ for(var i=0,len=keyName.length;i<len;i++){ arguments.callee.call(this,keyName[i]); } } else{ preventDefault_keys[keyName]=true; } } /** *绑定键盘按下事件 **/ this.onKeyDown=function(keyName,handler){ keyName=keyName||"allKeys"; if(cg.core.isUndefined(keydown_callbacks[keyName])){ keydown_callbacks[keyName]=[]; } keydown_callbacks[keyName].push(handler); } /** *绑定键盘弹起事件 **/ this.onKeyUp=function(keyName,handler){ keyName=keyName||"allKeys"; if(cg.core.isUndefined(keyup_callbacks[keyName])){ keyup_callbacks[keyName]=[]; } keyup_callbacks[keyName].push(handler); } /** *清除键盘按下事件处理程序 **/ this.clearDownCallbacks=function(keyName){ if(keyName){ keydown_callbacks[keyName]=[]; } else{ keydown_callbacks={}; } } /** *清除键盘弹起事件处理程序 **/ this.clearUpCallbacks=function(keyName){ if(keyName){ keyup_callbacks[keyName]=[]; } else{ keyup_callbacks={}; } } });
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