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README.md |
README.md
KeyEvent3D
- 演示准备
创建一个演示场景:
class Main {
protected _egret3DCanvas: egret3d.Egret3DCanvas;
protected view1: egret3d.View3D;
protected cube: egret3d.Mesh;
public constructor() {
///创建3DCanvas
this._egret3DCanvas = new egret3d.Egret3DCanvas();
this._egret3DCanvas.x = 0;
this._egret3DCanvas.y = 0;
this._egret3DCanvas.width = window.innerWidth;
this._egret3DCanvas.height = window.innerHeight;
this._egret3DCanvas.start();
///创建View3D
this.view1 = new egret3d.View3D(0, 0, window.innerWidth, window.innerHeight);
this.view1.camera3D.lookAt(new egret3d.Vector3D(0, 1000, -1000), new egret3d.Vector3D(0, 0, 0));
this.view1.backColor = 0xff888888;
this._egret3DCanvas.addView3D(this.view1);
///启动3DCanvas
this._egret3DCanvas.start();
///创建立方体,放置于场景内(0,0,0)位置
var mat_cube: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Cube: egret3d.CubeGeometry = new egret3d.CubeGeometry();
this.cube = new egret3d.Mesh(geometery_Cube, mat_cube);
this.view1.addChild3D(this.cube);
///创建面片,放置于场景内(0,0,0)位置
var mat_Plane: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Plane: egret3d.PlaneGeometry = new egret3d.PlaneGeometry();
var plane = new egret3d.Mesh(geometery_Plane, mat_Plane);
this.view1.addChild3D(plane);
}
}
1) 在egret3d.KeyCode内引擎定义了所有Key的枚举类型,详细可以参考引擎内的枚举值。
2) 按键事件分别为:KEY_DOWN 按键每次按下时响应和KEY_UP 按键每次回弹时响应。
3) 示例代码:
class Main {
protected _egret3DCanvas: egret3d.Egret3DCanvas;
protected view1: egret3d.View3D;
protected cube: egret3d.Mesh;
public constructor() {
///创建3DCanvas
this._egret3DCanvas = new egret3d.Egret3DCanvas();
this._egret3DCanvas.x = 0;
this._egret3DCanvas.y = 0;
this._egret3DCanvas.width = window.innerWidth;
this._egret3DCanvas.height = window.innerHeight;
this._egret3DCanvas.start();
///创建View3D
this.view1 = new egret3d.View3D(0, 0, window.innerWidth, window.innerHeight);
this.view1.camera3D.lookAt(new egret3d.Vector3D(0, 1000, -1000), new egret3d.Vector3D(0, 0, 0));
this.view1.backColor = 0xff888888;
this._egret3DCanvas.addView3D(this.view1);
///启动3DCanvas,注册每帧更新事件
this._egret3DCanvas.start();
///创建立方体,放置于场景内(0,0,0)位置
var mat_cube: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Cube: egret3d.CubeGeometry = new egret3d.CubeGeometry();
this.cube = new egret3d.Mesh(geometery_Cube, mat_cube);
this.view1.addChild3D(this.cube);
///创建面片,放置于场景内(0,0,0)位置
var mat_Plane: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Plane: egret3d.PlaneGeometry = new egret3d.PlaneGeometry();
var plane = new egret3d.Mesh(geometery_Plane, mat_Plane);
this.view1.addChild3D(plane);
///注册事件,需要依次写入事件标识符,注册方法和注册对象。
egret3d.Input.addEventListener(egret3d.KeyEvent3D.KEY_DOWN, this.OnKeyDown, this);
egret3d.Input.addEventListener(egret3d.KeyEvent3D.KEY_UP, this.OnKeyUp, this);
}
///按键按下事件响应,其中e: egret3d.KeyEvent3D会作为参数传递给响应事件。
public OnKeyDown(e: egret3d.KeyEvent3D) {
///e.keyCode保存了触发该次事件的按键枚举值,通过转换成字符串可以输出。
var code = egret3d.KeyCode[e.keyCode];
console.log("OnKeyDown=>" + code);
}
///按键弹回事件响应,其中e: egret3d.KeyEvent3D会作为参数传递给响应事件。
public OnKeyUp(e: egret3d.KeyEvent3D) {
///e.keyCode保存了触发该次事件的按键枚举值,通过转换成字符串可以输出。
var code = egret3d.KeyCode[e.keyCode];
console.log("OnKeyUp=>" + code);
}
}