flex中的konami代码

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【中文标题】flex中的konami代码【英文标题】:konami code in flex 【发布时间】:2010-12-05 12:07:03 【问题描述】:

将 konami 代码实现到 flex 应用程序中的最佳方式是什么?

我想创建一个组件来将它添加到我所有的项目中,只是为了好玩。

谢谢

更新:感谢 ZaBlanc,我制作了一个简单的组件

<?xml version="1.0" encoding="utf-8"?>
<mx:UIComponent xmlns:mx="http://www.adobe.com/2006/mxml" creationComplete="init()">
    <mx:Metadata>
        [Event(name="success", type="flash.events.Event")]
    </mx:Metadata>
    <mx:Script>
        <![CDATA[

            // up-up-down-down-left-right-left-right-B-A
            public static const KONAMI_CODE:String = "UUDDLRLRBA";

            // signature
            private var signatureKeySequence:String = "";

            private function init():void
                systemManager.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
            

            private function onKeyDown(event:KeyboardEvent):void
                var keyCode:int = event.keyCode;

                switch (keyCode) 
                    case Keyboard.UP:
                        signatureKeySequence += "U";
                        break;

                    case Keyboard.DOWN:
                        signatureKeySequence += "D";
                        break;

                    case Keyboard.LEFT:
                        signatureKeySequence += "L";
                        break;

                    case Keyboard.RIGHT:
                        signatureKeySequence += "R";
                        break;

                    case 66: //Keyboard.B only for AIR :/
                        signatureKeySequence += "B";
                        break;

                    case 65: //Keyboard.A only for AIR too :(
                        signatureKeySequence += "A";
                        break;

                    default:
                        signatureKeySequence = "";
                        break;
                

                // crop sequence
                signatureKeySequence = signatureKeySequence.substr(0, KONAMI_CODE.length);

                // check for konami code
                if (signatureKeySequence == KONAMI_CODE) 
                    dispatchEvent(new Event("success"));
                    signatureKeySequence = "";
                

            
        ]]>
    </mx:Script>

</mx:UIComponent>

测试一下

<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="vertical" xmlns:konamicode="konamicode.*">
    <mx:Script>
        <![CDATA[
            import mx.controls.Alert;
        ]]>
    </mx:Script>
    <konamicode:KonamiCodeCatch success="Alert.show('+30 lives!!!')" />
</mx:Application>

【问题讨论】:

【参考方案1】:

您可以使用Casalib。有类,KeyKeyCombo。你可以收听KeyComboEvent.SEQUENCE

工作样本:

<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" initialize="init();">
    <mx:Script>
        <![CDATA[
            import mx.controls.Alert;

            import org.casalib.events.KeyComboEvent;
            import org.casalib.ui.Key;
            import org.casalib.ui.KeyCombo;
            import org.casalib.util.StageReference;

            private const KONAMI_CODE:KeyCombo = new KeyCombo([Keyboard.UP,Keyboard.UP,Keyboard.DOWN,Keyboard.DOWN,Keyboard.LEFT,Keyboard.RIGHT,Keyboard.LEFT,Keyboard.RIGHT,("B").charCodeAt(),("A").charCodeAt()]);

            private function init():void 
                StageReference.setStage(this.systemManager.stage);

                Key.getInstance().addKeyCombo(KONAMI_CODE);
                Key.getInstance().addEventListener(KeyComboEvent.SEQUENCE,onKonami);
            

            private function onKonami(evt:KeyComboEvent):void 
                if (evt.keyCombo == KONAMI_CODE)
                    Alert.show("You know Konami code?","WOW");
                
            
        ]]>
    </mx:Script>
</mx:Application>

【讨论】:

脚本部分应该可以正常工作,因为只有普通的 AS3。 :)【参考方案2】:

状态机写起来很有趣,但在这种情况下,我会使用签名模式。根据您希望将处理程序放在哪里(在组件的舞台上),这里有一些应该可以工作的代码,尽管您可以收紧它(当然也可以根据您的特定需要对其进行自定义):

// up-up-down-down-left-right-left-right-B-A
public static const KONAMI_CODE:String = "UUDDLRLRBA";

// signature
private var signatureKeySequence:String = "";

private function onKeyDown(event:KeyboardEvent):void 
    var keyCode:int = event.keyCode;

    switch (keyCode) 
        case Keyboard.UP:
            signatureKeySequence += "U";
            break;

        case Keyboard.DOWN:
            signatureKeySequence += "D";
            break;

        case Keyboard.LEFT:
            signatureKeySequence += "L";
            break;

        case Keyboard.RIGHT:
            signatureKeySequence += "R";
            break;

        case Keyboard.B:
            signatureKeySequence += "B";
            break;

        case Keyboard.A:
            signatureKeySequence += "A";
            break;

        default:
            signatureKeySequence = "";
            break;
    

    // crop sequence
    signatureKeySequence = signatureKeySequence.substr(0, KONAMI_CODE.length);

    // check for konami code
    if (signatureKeySequence == KONAMI_CODE) 
        // 30 lives!
    

【讨论】:

只需为“B”和“A”添加一些处理,这就是票。 感谢这个效果很好,稍后我会为感兴趣的公众发布我的组件 糟糕,没错。错过了BA。 :-) 好的,你明白了!我会补充的。 我认为没有 Keyboard.B 和 Keyboard.A :P 请参阅我的答案 :) 根据您想要的灵活性,您可能需要测试最后输入的 10 个字符而不是前 10 个字符。因此,如果用户在中间输入 UUUDDLRLRBA 或错误输入,他们可以重新开始'仍然有效。像这样:signatureKeySequence = signatureKeySequence.substr(signatureKeySequence - KONAMI_CODE.length);【参考方案3】:
var unlockCode:Array = new Array(38,38,40,40,37,39,37,39,66,65,13);

var keyPressArray:Array = new Array();
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkUnlockCode);

function checkUnlockCode(e:KeyboardEvent):void 
    if (keyPressArray.length >= unlockCode.length) 
        keyPressArray.splice(0,1);
        keyPressArray.push(e.keyCode.toString());
     else 
        keyPressArray.push(e.keyCode.toString());
    
    trace(keyPressArray);
    if (keyPressArray.toString() == unlockCode.toString()) 
        trace(unlockCode);
    

【讨论】:

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