嗨,我正在制作一个蛇游戏作为初学者 android 项目,我想要的功能之一是让音量控制键控制蛇。我编写了代码来处理控制,但是当我尝试玩游戏时,它会出现音量菜单而不是控制蛇。我想知道是否有某种方法可以覆盖音量键的原始操作。这是我处理控件的代码部分
@Override
public boolean onKeyDown(int keyCode, KeyEvent msg) {
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
if (mMode == READY) {
/*
* At the beginning of the game, or the end of a previous one,
* we should start a new game.
*/
initNewGame();
setMode(RUNNING);
update();
return (true);
}
if (mMode == PAUSE) {
/*
* If the game is merely paused, we should just continue where
* we left off.
*/
setMode(RUNNING);
update();
return (true);
}
if (mMode == PAUSED) {
/*
* If the game is merely paused by the user then we shall tell them their score, we should just continue where
* we left off.
*/
setMode(RUNNING);
update();
return (true);
}
if (mDirection != SOUTH) {
mNextDirection = NORTH;
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_MENU) {
if (mMode == RUNNING) {
/*
* At the beginning of the game, or the end of a previous one,
* we should start a new game.
*/
setMode(PAUSED);
update();
return (true);
}
if (mMode == PAUSED) {
/*
* If the game is merely paused by the user then we shall tell them their score, we should just continue where
* we left off.
*/
setMode(RUNNING);
update();
return (true);
}
}
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
if (mMode == READY) {
/*
* At the beginning of the game, or the end of a previous one,
* we should start a new game.
*/
initNewGameChaos();
setMode(RUNNING);
update();
return (true);
}
if (mMode == PAUSED) {
/*
* If the game is merely paused by the user then we shall tell them their score, we should just continue where
* we left off.
*/
setMode(RUNNING);
update();
return (true);
}
if (mDirection != NORTH) {
mNextDirection = SOUTH;
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
if (mMode == READY) {
/*
* At the beginning of the game, or the end of a previous one,
* we should start a new game.
*/
initNewGameHard();
setMode(RUNNING);
update();
return (true);
}
if (mMode == PAUSED) {
setMode(RUNNING);
update();
return (true);
}
if (mDirection != EAST) {
mNextDirection = WEST;
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
if (mMode == READY) {
initNewGameEasy();
setMode(RUNNING);
update();
return (true);
}
if (mDirection != WEST) {
mNextDirection = EAST;
}
if (mMode == PAUSED) {
setMode(RUNNING);
update();
return (true);
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
if (mMode == LOSE) {
setMode(READY);
update();
return (true);
}
if (mMode == RUNNING) {
setMode(PAUSED);
update();
return (true);
}
if (mMode == PAUSED) {
setMode(RUNNING);
update();
return (true);
}
if (keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
if (mDirection == WEST) {
mNextDirection = SOUTH;
}
if (mDirection == SOUTH) {
mNextDirection = EAST;
}
if (mDirection == EAST) {
mNextDirection = NORTH;
}
if (mDirection != NORTH) {
mNextDirection = WEST;
}
if (mMode == PAUSED) {
setMode(RUNNING);
update();
return (true);
}
return true;
}
if (keyCode == KeyEvent.KEYCODE_VOLUME_UP) {
if (mDirection == WEST) {
mNextDirection = NORTH;
}
if (mDirection == NORTH) {
mNextDirection = EAST;
}
if (mDirection == EAST) {
mNextDirection = SOUTH;
}
if (mDirection != SOUTH) {
mNextDirection = WEST;
}
if (mMode == PAUSED) {
setMode(RUNNING);
update();
return (true);
}
return true;
}
}
return super.onKeyDown(keyCode, msg);
}