Keyboard 创建自定义键盘控件[Elm]
我正在尝试为4人游戏创建自定义键盘控件。现在,按键是这样预先确定的:Keyboard 创建自定义键盘控件[Elm],keyboard,signals,elm,Keyboard,Signals,Elm,我正在尝试为4人游戏创建自定义键盘控件。现在,按键是这样预先确定的: type Orient = { x:Int, y:Int } type GameInput = { space:Bool, delta:Time, so1:Orient, so2:Orient, so3:Orient, so4:Orient, amount:Int } gameInput : Signal GameInput gameInput = let
type Orient = { x:Int, y:Int }
type GameInput = { space:Bool, delta:Time, so1:Orient, so2:Orient, so3:Orient,
so4:Orient, amount:Int }
gameInput : Signal GameInput
gameInput =
let sampledInput = sampleOn delta
<| GameInput <~ Keyboard.space
~ delta
~ Keyboard.arrows
~ Keyboard.wasd
~ Keyboard.directions (toCode 'O')
(toCode 'L')
(toCode 'K')
(toCode 'M')
~ Keyboard.directions (toCode 'Y')
(toCode 'H')
(toCode 'G')
(toCode 'J')
~ amountPlayers.signal
in lift (Debug.watch "input") sampledInput
任何结果都将成为一个信号的信号,而该信号不能被提升到GameInput
(正确)上
我已尝试将字符作为参数传递到gameInput
:
gameInput2 : Signal GameInput
gameInput2 = gameInput <~ customKeys2
gameInput : CustomKeys -> Signal GameInput
gameInput { up,down,left,right } = GameInput <~ Keyboard.directions (toCode up)
(toCode down)
(toCode left)
(toCode right)
gameInput2:信号GameInput
gameInput2=gameInput信号gameInput
gameInput{up,down,left,right}=gameInput直接使用键盘。方向不起作用。问题是,在游戏开始时,可以更改按键,这样您就有了一些信号字符。方向从“普通类型”变为“信号类型”。所以你举不起来
但您也可以访问当前按下的键,Keyboard.keysDown
。我查找了,我认为您可以在Elm中重新创建它,使它采用Signal Int
参数
以下是普通键盘的Elm实现。说明
:
directions : Int -> Int -> Int -> Int -> Signal { x : Int, y : Int }
directions up down left right =
(\kd ->
List.filter (\ky -> List.member ky [up,down,left,right]) kd |>
List.foldl (\ky st -> if | ky == up -> { st | y <- st.y + 1 }
| ky == down -> { st | y <- st.y - 1 }
| ky == left -> { st | x <- st.x - 1 }
| ky == right -> { st | x <- st.x + 1 }
) {x=0,y=0}
) <~ Keyboard.keysDown
方向:Int->Int->Int->Int->Int->Signal{x:Int,y:Int}
上下左右方向=
(\kd->
List.filter(\ky->List.member ky[上、下、左、右])kd>
List.foldl(\ky st->if | ky==up->{st | y{st | y{st | x{st | x信号Int->Signal Int->Signal{x:Int,y:Int}
上下左右方向=
(\u d l r kd->
List.filter(\ky->List.member ky[u,d,l,r])kd>
List.foldl(\ky st->if | ky==u->{st | y{st | y{st | x{st | x
gameInput2 : Signal GameInput
gameInput2 = gameInput <~ customKeys2
gameInput : CustomKeys -> Signal GameInput
gameInput { up,down,left,right } = GameInput <~ Keyboard.directions (toCode up)
(toCode down)
(toCode left)
(toCode right)
directions : Int -> Int -> Int -> Int -> Signal { x : Int, y : Int }
directions up down left right =
(\kd ->
List.filter (\ky -> List.member ky [up,down,left,right]) kd |>
List.foldl (\ky st -> if | ky == up -> { st | y <- st.y + 1 }
| ky == down -> { st | y <- st.y - 1 }
| ky == left -> { st | x <- st.x - 1 }
| ky == right -> { st | x <- st.x + 1 }
) {x=0,y=0}
) <~ Keyboard.keysDown
directions : Signal Int -> Signal Int -> Signal Int -> Signal Int -> Signal { x : Int, y : Int }
directions up down left right =
(\u d l r kd ->
List.filter (\ky -> List.member ky [u,d,l,r]) kd |>
List.foldl (\ky st -> if | ky == u -> { st | y <- st.y + 1 }
| ky == d -> { st | y <- st.y - 1 }
| ky == l -> { st | x <- st.x - 1 }
| ky == r -> { st | x <- st.x + 1 }
) {x=0,y=0}
) <~ up ~ down ~ left ~ right ~ Keyboard.keysDown