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- public class Key
- {
- import flash.display.Stage;
- import flash.events.Event;
- import flash.events.KeyboardEvent;
- private static var initialized:Boolean = false;
- private static var keysDown:Object = new Object();
- //player controlls
- public static const USE:uint = 88;
- public static const SHOOT:uint = 32;
- public static const SHOOT2:uint = 40;
- public static const ACCELERATE:uint = 38; //TODO: set all these with XML!
- public static const LEFT:uint = 37;
- public static const RIGHT:uint = 39;
- /**
- * Initializes the key class creating assigning event
- * handlers to capture necessary key events from the stage
- */
- public static function initialize(stage:Stage) {
- if (!initialized) {
- // assign listeners for key presses and deactivation of the player
- stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
- stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
- stage.addEventListener(Event.DEACTIVATE, clearKeys);
- // mark initialization as true so redundant
- // calls do not reassign the event handlers
- initialized = true;
- }
- }
- /**
- * Returns true or false if the key represented by the
- * keyCode passed is being pressed
- */
- public static function isDown(keyCode:uint):Boolean {
- if (!initialized) {
- // throw an error if isDown is used
- // prior to Key class initialization
- throw new Error("Key class has not been initialized.");
- }
- return Boolean(keyCode in keysDown);
- }
- /**
- * Event handler for capturing keys being pressed
- */
- private static function keyPressed(event:KeyboardEvent):void {
- // create a property in keysDown with the name of the keyCode
- //trace(event.keyCode);
- keysDown[event.keyCode] = true;
- }
- /**
- * Event handler for capturing keys being released
- */
- private static function keyReleased(event:KeyboardEvent):void {
- if (event.keyCode in keysDown) {
- // delete the property in keysDown if it exists
- delete keysDown[event.keyCode];
- }
- }
- /**
- * Event handler for Flash Player deactivation
- */
- private static function clearKeys(event:Event):void {
- // clear all keys in keysDown since the player cannot
- // detect keys being pressed or released when not focused
- keysDown = new Object();
- }
- }
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