我正在尝试为 4 人游戏创建自定义键盘控件。现在,密钥是这样预先确定的:
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 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
我创建了(为每个玩家)表单的输入:
type CustomKeys = { up:Char, down:Char, left:Char, right:Char }
customKeys2 : Signal CustomKeys
customKeys2 = CustomKeys <~ ck2up.signal
~ ck2down.signal
~ ck2left.signal
~ ck2right.signal
ck2up : Input Char
ck2up = input 'W'
ck2down : Input Char
ck2down = input 'S'
ck2left : Input Char
ck2left = input 'A'
ck2right : Input Char
ck2right = input 'D'
其他地方的处理程序将根据玩家的需要调整输入的值。但是我很难弄清楚如何将这些值插入到Keyboard.directions
.
Keyboard.directions
我曾尝试将论点直接提升为:
~ Keyboard.directions <~ ...
任何结果都将成为信号的信号,无法GameInput
(正确)提升。
我尝试将字符作为参数传递给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)
现在gameInput2
将有一个信号的信号。
我的最后一个想法是组合信号,但这对我来说似乎不是一种选择,因为我希望一个信号依赖于另一个信号。