本文整理汇总了Java中java.awt.event.KeyEvent.VK_NUMPAD4属性的典型用法代码示例。如果您正苦于以下问题:Java KeyEvent.VK_NUMPAD4属性的具体用法?Java KeyEvent.VK_NUMPAD4怎么用?Java KeyEvent.VK_NUMPAD4使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类java.awt.event.KeyEvent
的用法示例。
在下文中一共展示了KeyEvent.VK_NUMPAD4属性的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: toggle
/**
* This method is used to turn keyboard key presses into actions
*/
private void toggle(KeyEvent ke, boolean pressed) {
if ( ke.getKeyCode( ) == KeyEvent.VK_NUMPAD8 ) up.toggle( pressed ); //press keypad 8, moves up
if ( ke.getKeyCode( ) == KeyEvent.VK_NUMPAD2 ) down.toggle( pressed ); //press keypad 2, moves down
if ( ke.getKeyCode( ) == KeyEvent.VK_NUMPAD4 ) left.toggle( pressed ); //press keypad 4, moves left
if ( ke.getKeyCode( ) == KeyEvent.VK_NUMPAD6 ) right.toggle( pressed ); //press keypad 6, moves right
if ( ke.getKeyCode( ) == KeyEvent.VK_W ) up.toggle( pressed ); //press W, moves up
if ( ke.getKeyCode( ) == KeyEvent.VK_S ) down.toggle( pressed ); //press S, moves down
if ( ke.getKeyCode( ) == KeyEvent.VK_A ) left.toggle( pressed ); //press A, moves left
if ( ke.getKeyCode( ) == KeyEvent.VK_D ) right.toggle( pressed ); //press D, moves right
if ( ke.getKeyCode( ) == KeyEvent.VK_UP ) up.toggle( pressed ); //press up arrow, moves up
if ( ke.getKeyCode( ) == KeyEvent.VK_DOWN ) down.toggle( pressed ); //press down arrow, moves down
if ( ke.getKeyCode( ) == KeyEvent.VK_LEFT ) left.toggle( pressed ); //press left arrow, moves left
if ( ke.getKeyCode( ) == KeyEvent.VK_RIGHT ) right.toggle( pressed ); //press right arrow, moves right
// if ( ke.getKeyCode( ) == KeyEvent.VK_TAB ) menu.toggle( pressed ); //press Tab, menu toggled
// if ( ke.getKeyCode( ) == KeyEvent.VK_ALT ) menu.toggle( pressed ); //press Alt, menu toggled
if ( ke.getKeyCode( ) == KeyEvent.VK_ALT_GRAPH ) menu.toggle( pressed ); //press Alt-Graph, menu toggled
if ( ke.getKeyCode( ) == KeyEvent.VK_SPACE ) attack.toggle( pressed ); //press space, attack toggled
if ( ke.getKeyCode( ) == KeyEvent.VK_CONTROL ) attack.toggle( pressed ); //press Ctrl, attack toggled
if ( ke.getKeyCode( ) == KeyEvent.VK_NUMPAD0 ) attack.toggle( pressed ); //press keypad 0, attack toggled
if ( ke.getKeyCode( ) == KeyEvent.VK_INSERT ) attack.toggle( pressed ); //press Insert, attack toggled
if ( ke.getKeyCode( ) == KeyEvent.VK_ENTER ) menu.toggle( pressed ); //press Enter, attack toggled
if ( ke.getKeyCode( ) == KeyEvent.VK_X ) menu.toggle( pressed ); //press X, menu toggled
if ( ke.getKeyCode( ) == KeyEvent.VK_C ) attack.toggle( pressed ); // press C, attack toggled
}
示例2: getNormalText
private String getNormalText(KeyEvent e) {
if (e.getExtendedKeyCode() == KeyEvent.getExtendedKeyCodeForChar('ß')) {
return "ß";
}
switch (e.getKeyCode()) {
case KeyEvent.VK_NUMPAD0:
return "0";
case KeyEvent.VK_NUMPAD1:
return "1";
case KeyEvent.VK_NUMPAD2:
return "2";
case KeyEvent.VK_NUMPAD3:
return "3";
case KeyEvent.VK_NUMPAD4:
return "4";
case KeyEvent.VK_NUMPAD5:
return "5";
case KeyEvent.VK_NUMPAD6:
return "6";
case KeyEvent.VK_NUMPAD7:
return "7";
case KeyEvent.VK_NUMPAD8:
return "8";
case KeyEvent.VK_NUMPAD9:
return "9";
case KeyEvent.VK_NUMBER_SIGN:
return "#";
case KeyEvent.VK_PERIOD:
return ".";
case KeyEvent.VK_COMMA:
return ",";
case KeyEvent.VK_PLUS:
case KeyEvent.VK_ADD:
return "+";
case KeyEvent.VK_MINUS:
case KeyEvent.VK_SUBTRACT:
return "-";
case KeyEvent.VK_MULTIPLY:
return "*";
case KeyEvent.VK_DIVIDE:
return "/";
default:
if (KeyEvent.getKeyText(e.getKeyCode()).length() == 1) {
String text = Character.toString(e.getKeyChar());
text = text.toLowerCase();
return text;
} else {
return "";
}
}
}
示例3: keyPressed
public void keyPressed(KeyEvent e) {
if (e.isConsumed()) return;
int dx;
int dy;
if (Boolean.TRUE.equals(
GameModule.getGameModule().getPrefs().getValue(USE_ARROWS))) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP: dx = 0; dy = -1; break;
case KeyEvent.VK_DOWN: dx = 0; dy = 1; break;
case KeyEvent.VK_RIGHT: dx = 1; dy = 0; break;
case KeyEvent.VK_LEFT: dx = -1; dy = 0; break;
default: return;
}
}
else {
switch (e.getKeyCode()) {
case KeyEvent.VK_NUMPAD1: dx = -1; dy = 1; noEcho = '1'; break;
case KeyEvent.VK_NUMPAD2: dx = 0; dy = 1; noEcho = '2'; break;
case KeyEvent.VK_NUMPAD3: dx = 1; dy = 1; noEcho = '3'; break;
case KeyEvent.VK_NUMPAD4: dx = -1; dy = 0; noEcho = '4'; break;
case KeyEvent.VK_NUMPAD6: dx = 1; dy = 0; noEcho = '6'; break;
case KeyEvent.VK_NUMPAD7: dx = -1; dy = -1; noEcho = '7'; break;
case KeyEvent.VK_NUMPAD8: dx = 0; dy = -1; noEcho = '8'; break;
case KeyEvent.VK_NUMPAD9: dx = 1; dy = -1; noEcho = '9'; break;
default: return;
}
}
map.scroll(dx * xStep, dy * yStep);
e.consume();
}
示例4: respondToUserInput
@Override
public Screen respondToUserInput(final KeyEvent key, final MouseEvent mouse) {
final int px = this.x;
final int py = this.y;
if (key != null) {
switch (key.getKeyCode()) {
case KeyEvent.VK_LEFT:
case KeyEvent.VK_H:
case KeyEvent.VK_NUMPAD4:
this.x--;
break;
case KeyEvent.VK_RIGHT:
case KeyEvent.VK_L:
case KeyEvent.VK_NUMPAD6:
this.x++;
break;
case KeyEvent.VK_UP:
case KeyEvent.VK_J:
case KeyEvent.VK_NUMPAD8:
this.y--;
break;
case KeyEvent.VK_DOWN:
case KeyEvent.VK_K:
case KeyEvent.VK_NUMPAD2:
this.y++;
break;
case KeyEvent.VK_Y:
case KeyEvent.VK_NUMPAD7:
this.x--;
this.y--;
break;
case KeyEvent.VK_NUMPAD9:
case KeyEvent.VK_U:
this.x++;
this.y--;
break;
case KeyEvent.VK_NUMPAD1:
case KeyEvent.VK_B:
this.x--;
this.y++;
break;
case KeyEvent.VK_NUMPAD3:
case KeyEvent.VK_N:
this.x++;
this.y++;
break;
case KeyEvent.VK_ENTER:
this.selectWorldCoordinate(this.player.x + this.x, this.player.y + this.y, this.sx + this.x,
this.sy + this.y);
return null;
case KeyEvent.VK_ESCAPE:
return null;
}
}
if (mouse != null) {
this.x = mouse.getX() / Constants.TILE_SIZE_IN_PIXELS - this.sx - px;
this.y = mouse.getY() / Constants.TILE_SIZE_IN_PIXELS - this.sy - py;
if (!this.isAcceptable(this.player.x + this.x, this.player.y + this.y)) {
this.x = px;
this.y = py;
return this;
} else {
this.selectWorldCoordinate(this.player.x + this.x, this.player.y + this.y, this.sx + this.x,
this.sy + this.y);
return null;
}
}
if (!this.isAcceptable(this.player.x + this.x, this.player.y + this.y)) {
this.x = px;
this.y = py;
}
this.enterWorldCoordinate(this.player.x + this.x, this.player.y + this.y, this.sx + this.x, this.sy + this.y);
return this;
}