好吧,我试图在互联网上搜索,但没有找到如何做到这一点。 我发现的一切只是禁用右键单击上下文菜单。 关键是:我(尝试)制作(简单)游戏。我有我的脚本来移动我的播放器,但是onLlick / onmousedown(实际上所有的鼠标事件)都可以用LMB和RMB触发。我真的不在乎右键是否有效,真正的问题是我在鼠标按下时将间隔设置为“on”,在鼠标按下时设置为“off”; (拖动角色);如果我同时向LMB和RMB发送垃圾邮件,则在某个时刻间隔不会关闭,并且在没有按下任何按钮的情况下拖动角色。再次单击甚至不会重置间隔。
如果需要我可以粘贴代码,但我对javascript很新,我猜它是乱的和错误的。但是嘿,到目前为止,这么好。
好吧,让我们去找代码...... 如果有2个文件到目前为止一个“主”和另一个文件移动... 不严重这不会真正有用,因为我不能简单地发布我需要的部分,因为它们都是相互关联的*(?);
主要代码:
/* ==========
* Main JS file. Calling functions and handling user input.
========== */
/* Everlasting Intervals */
window.setInterval(function(){animateplayersprite()},250);
/* ========== */
/* Onload */
window.onload = function(){
/* initialize Mouse Interactions */
document.onmousemove = getmouseposition;
/* ========== */
/* Initialize Character Movement */
Player.style.marginLeft = playerx - (window.innerWidth / 2 - 512) + "px";
Player.style.marginTop = playery - (window.innerHeight /2 - 384) + "px";
Scene.onmousemove = characterorientation;
document.onmouseup = characterdragstop;
document.onclick = characterdragstop;
GameAreaL2.onmousedown = characterdrag;
Scene.onmouseout = characterdragstop;
/* ========== */
}
/* ========== */
/* Global Variables */
/* Mouse Interaction */
var target = false;
/* ========== */
/* Character Movement */
var posx = window.innerWidth / 2; /* Sync Values */
var posy = window.innerHeight / 2; /* Sync Values */
var tempx = window.innerWidth / 2; /* Sync Values */
var tempy = window.innerHeight / 2; /* Sync Values */
var playerx = window.innerWidth / 2; /* Sync Values */
var playery = window.innerHeight / 2; /* Sync Values */
var charspeed = 1;
var charspeedcall = false;
var chardrag = false;
var charisdragged = false;
var playerismoving = false;
var playercanlook = true;
var playermovementa = 0;
var playeranimationframex = 2;
var playeranimationframey = 1;
var characteredgescroll = false;
/* ========== */
/* Game Area L1 Properties */
var GameAreaL1BackgroundPositionx = 0;
var GameAreaL1BackgroundPositiony = 0;
var GameAreaL1BackgroundWidth = 2000; /* TESTS ; WILL BE OVERRIDEN ON AREA LOADING */
var GameAreaL1BackgroundHeight = 2000; /* TESTS ; WILL BE OVERRIDEN ON AREA LOADING */
/* ========== */
/* ========== */
/* Functions */
/* Get mouse Position in posx and posy */
function getmouseposition(e){
if(!e){ e=window.event; }
posx = e.clientX;
posy = e.clientY;
}
/* ========== */
/* Define if mouse is pointing outside the game area (Override Mouse Movement) */
function targeton(){
target = true;
}
function targetoff(){
target = false;
}
/* ========== */
/* ========== */
角色运动:
/* ==========
* JS file handling character movement.
========== */
/* Functions */
/* Find active zone and look at the mouse */
function characterorientation(){
if(target == false){
if(charisdragged == true || playercanlook == true){
if(posy < 0.75 * (posx + (512 - playerx)) + (playery - 384) && posy > -0.75 * (posx + (512 - playerx)) + (384 + playery)){
if(playeranimationframex == 1){
PlayerBody.style.backgroundPosition = "0px 288px";
}
else if(playeranimationframex == 2){
PlayerBody.style.backgroundPosition = "-72px 288px";
}
else if(playeranimationframex == 3){
PlayerBody.style.backgroundPosition = "-144px 288px";
}
else if(playeranimationframex == 4){
PlayerBody.style.backgroundPosition = "-72px 288px";
}
playeranimationframey = 4;
}
else if(posy > 0.75 * (posx + (512 - playerx)) + (playery - 384) && posy > -0.75 * (posx + (512 - playerx)) + (384 + playery)){
if(playeranimationframex == 1){
PlayerBody.style.backgroundPosition = "0px 192px";
}
else if(playeranimationframex == 2){
PlayerBody.style.backgroundPosition = "-72px 192px";
}
else if(playeranimationframex == 3){
PlayerBody.style.backgroundPosition = "-144px 192px";
}
else if(playeranimationframex == 4){
PlayerBody.style.backgroundPosition = "-72px 192px";
}
playeranimationframey = 3;
}
else if(posy > 0.75 * (posx + (512 - playerx)) + (playery - 384) && posy < -0.75 * (posx + (512 - playerx)) + (384 + playery)){
if(playeranimationframex == 1){
PlayerBody.style.backgroundPosition = "0px 96px";
}
else if(playeranimationframex == 2){
PlayerBody.style.backgroundPosition = "-72px 96px";
}
else if(playeranimationframex == 3){
PlayerBody.style.backgroundPosition = "-144px 96px";
}
else if(playeranimationframex == 4){
PlayerBody.style.backgroundPosition = "-72px 96px";
}
playeranimationframey = 2;
}
else if(posy < 0.75 * (posx + (512 - playerx)) + (playery - 384) && posy < -0.75 * (posx + (512 - playerx)) + (384 + playery)){
if(playeranimationframex == 1){
PlayerBody.style.backgroundPosition = "0px 0px";
}
else if(playeranimationframex == 2){
PlayerBody.style.backgroundPosition = "-72px 0px";
}
else if(playeranimationframex == 3){
PlayerBody.style.backgroundPosition = "-144px 0px";
}
else if(playeranimationframex == 4){
PlayerBody.style.backgroundPosition = "-72px 0px";
}
playeranimationframey = 1;
}
}
}
}
/* ========== */
/* Animate the sprite if the player is moving */
function animateplayersprite(){
if(playerismoving == true){
if(playeranimationframex == 1){
if(playeranimationframey == 1){
PlayerBody.style.backgroundPosition = "-72px 0px";
}
else if(playeranimationframey == 2){
PlayerBody.style.backgroundPosition = "-72px 96px";
}
else if(playeranimationframey == 3){
PlayerBody.style.backgroundPosition = "-72px 192px";
}
else if(playeranimationframey == 4){
PlayerBody.style.backgroundPosition = "-72px 288px";
}
playeranimationframex = 2;
}
else if(playeranimationframex == 2){
if(playeranimationframey == 1){
PlayerBody.style.backgroundPosition = "-144px 0px";
}
else if(playeranimationframey == 2){
PlayerBody.style.backgroundPosition = "-144px 96px";
}
else if(playeranimationframey == 3){
PlayerBody.style.backgroundPosition = "-144px 192px";
}
else if(playeranimationframey == 4){
PlayerBody.style.backgroundPosition = "-144px 288px";
}
playeranimationframex = 3;
}
else if(playeranimationframex == 3){
if(playeranimationframey == 1){
PlayerBody.style.backgroundPosition = "-72px 0px";
}
else if(playeranimationframey == 2){
PlayerBody.style.backgroundPosition = "-72px 96px";
}
else if(playeranimationframey == 3){
PlayerBody.style.backgroundPosition = "-72px 192px";
}
else if(playeranimationframey == 4){
PlayerBody.style.backgroundPosition = "-72px 288px";
}
playeranimationframex = 4;
}
else if(playeranimationframex == 4){
if(playeranimationframey == 1){
PlayerBody.style.backgroundPosition = "0px 0px";
}
else if(playeranimationframey == 2){
PlayerBody.style.backgroundPosition = "0px 96px";
}
else if(playeranimationframey == 3){
PlayerBody.style.backgroundPosition = "0px 192px";
}
else if(playeranimationframey == 4){
PlayerBody.style.backgroundPosition = "0px 288px";
}
playeranimationframex = 1;
}
}
else{
if(playeranimationframey == 1){
PlayerBody.style.backgroundPosition = "-72px 0px";
}
else if(playeranimationframey == 2){
PlayerBody.style.backgroundPosition = "-72px 96px";
}
else if(playeranimationframey == 3){
PlayerBody.style.backgroundPosition = "-72px 192px";
}
else if(playeranimationframey == 4){
PlayerBody.style.backgroundPosition = "-72px 288px";
}
playeranimationframex = 4;
}
}
/* ========== */
/* Player's Movement directions */
function playerxplus(charmovexap){
if(tempx - playerx < charspeed){
playerx += tempx - playerx;
}
else{
playerx += charmovexap * charspeed;
}
}
function playerxminus(charmovexam){
if(playerx - tempx < charspeed){
playerx -= playerx - tempx;
}
else{
playerx -= charmovexam * charspeed;
}
}
function playeryplus(charmoveyap){
if(tempy - playery < charspeed){
playery += tempy - playery;
}
else{
playery += charmoveyap * charspeed;
}
}
function playeryminus(charmoveyam){
if(playery - tempy < charspeed){
playery -= playery - tempy;
}
else{
playery -= charmoveyam * charspeed;
}
}
/* ========== */
/* Set the character animation speed and move depending on direction + Scroll area if the player is near the edge */
function charactermovementspeed(){
if(characteredgescroll == false){
if(tempx > playerx && tempy > playery){
playermovementa = (tempy - playery) / (tempx - playerx);
if(tempx - playerx > tempy - playery){
playerxplus(1);
playeryplus(playermovementa);
}
else if(tempx - playerx < tempy - playery){
playerxplus(1/playermovementa);
playeryplus(1);
}
}
else if(tempx < playerx && tempy < playery){
playermovementa = (playery - tempy) / (playerx - tempx);
if(playerx - tempx > playery - tempy){
playerxminus(1);
playeryminus(playermovementa);
}
else{
playerxminus(1/playermovementa);
playeryminus(1);
}
}
else if(tempx > playerx && tempy < playery){
playermovementa = (playery - tempy) / (tempx - playerx);
if(tempx - playerx > playery - tempy){
playerxplus(1);
playeryminus(playermovementa);
}
else{
playerxplus(1/playermovementa);
playeryminus(1);
}
}
else if(tempx < playerx && tempy > playery){
playermovementa = (tempy - playery) / (playerx - tempx);
if(playerx - tempx > tempy - playery){
playerxminus(1);
playeryplus(playermovementa);
}
else{
playerxminus(1/playermovementa);
playeryplus(1);
}
}
else if(tempx > playerx){
playerxplus(1);
}
else if(tempy > playery){
playeryplus(1);
}
else if(tempx < playerx){
playerxminus(1);
}
else if(tempy < playery){
playeryminus(1);
}
else{
playerismoving = false;
playercanlook = true;
clearInterval(charspeedcall);
}
}
if(playerismoving == true){
if(playerx > window.innerWidth / 2 + 100 && GameAreaL1BackgroundPositionx > - (GameAreaL1BackgroundWidth - 1024) ){
characteredgescroll = true;
playerx = window.innerWidth / 2 + 100;
if(- (GameAreaL1BackgroundWidth - 1024) - GameAreaL1BackgroundPositionx <= - charspeed){
tempx -= charspeed;
GameAreaL1BackgroundPositionx -= charspeed;
}
else{
tempx += - (GameAreaL1BackgroundWidth - 1024) - GameAreaL1BackgroundPositionx;
GameAreaL1BackgroundPositionx += - (GameAreaL1BackgroundWidth - 1024) - GameAreaL1BackgroundPositionx;
}
GameAreaL1.style.backgroundPosition = GameAreaL1BackgroundPositionx + "px " + GameAreaL1BackgroundPositiony + "px";
}
else if(playerx < window.innerWidth / 2 - 100 && GameAreaL1BackgroundPositionx < 0){
characteredgescroll = true;
playerx = window.innerWidth / 2 - 100;
if(GameAreaL1BackgroundPositionx <= - charspeed){
tempx += charspeed;
GameAreaL1BackgroundPositionx += charspeed;
}
else{
tempx += - GameAreaL1BackgroundPositionx;
GameAreaL1BackgroundPositionx += - GameAreaL1BackgroundPositionx;
}
GameAreaL1.style.backgroundPosition = GameAreaL1BackgroundPositionx + "px " + GameAreaL1BackgroundPositiony + "px";
}
else{
characteredgescroll = false;
Player.style.marginLeft = playerx - (window.innerWidth / 2 - 512) + "px";
Player.style.marginTop = playery - (window.innerHeight /2 - 384) + "px";
}
if(playery > window.innerHeight / 2 + 100 && GameAreaL1BackgroundPositiony > - (GameAreaL1BackgroundHeight - 768)){
characteredgescroll = true;
playery = window.innerHeight/ 2 + 100;
if(- (GameAreaL1BackgroundHeight - 768) - GameAreaL1BackgroundPositiony <= - charspeed){
tempy -= charspeed;
GameAreaL1BackgroundPositiony -= charspeed;
}
else{
tempy += - (GameAreaL1BackgroundHeight - 768) - GameAreaL1BackgroundPositiony;
GameAreaL1BackgroundPositiony += - (GameAreaL1BackgroundHeight - 768) - GameAreaL1BackgroundPositiony;
}
GameAreaL1.style.backgroundPosition = GameAreaL1BackgroundPositionx + "px " + GameAreaL1BackgroundPositiony + "px";
}
else if(playery < window.innerHeight / 2 - 100 && GameAreaL1BackgroundPositiony < 0){
characteredgescroll = true;
playery = window.innerHeight / 2 - 100;
if(GameAreaL1BackgroundPositiony <= - charspeed){
tempy += charspeed;
GameAreaL1BackgroundPositiony += charspeed;
}
else{
tempy += - GameAreaL1BackgroundPositiony;
GameAreaL1BackgroundPositiony += - GameAreaL1BackgroundPositiony;
}
GameAreaL1.style.backgroundPosition = GameAreaL1BackgroundPositionx + "px " + GameAreaL1BackgroundPositiony + "px";
}
else{
characteredgescroll = false;
Player.style.marginLeft = playerx - (window.innerWidth / 2 - 512) + "px";
Player.style.marginTop = playery - (window.innerHeight /2 - 384) + "px";
}
}
}
/* ========== */
/* Move character calling the movespeed function : Get the direction (pos/neg values of the axes) */
function charactermovement(){
/* Set Values */
tempx = posx;
tempy = posy;
playercanlook = false;
charisdragged = true;
characterorientation();
charisdragged = false;
/* ========== */
if(target == false){
if(playerismoving == false){
playerismoving = true;
charspeedcall = setInterval(function(){charactermovementspeed()},1);
}
}
}
/* ========== */
/* Continue to move character if lmb is held */
function characterdrag(){
chardrag = setInterval(function(){charactermovement()},1);
charisdragged = true;
}
function characterdragstop(){
clearInterval(chardrag);
charisdragged = false;
}
/* ========== */
/* ==========*/
答案 0 :(得分:0)
您可以检查event.button
属性以检查点击了哪个按钮
答案 1 :(得分:0)
这是我能来的最接近的人。我不喜欢那么多因为我不得不依赖全球化。我尝试了其他一些事情,例如取消onmousedown事件,但我所做的任何事情都不会导致onclick事件被触发。
顺便提一下,我注意到右键单击会在FF中抛出一个onclick事件,但不会在Chrome中抛出。我没有检查IE。
//global to store whether we rightclicked
var rightclick = false;
//use mousedown to detect rightclick
document.onmousedown = function (e) {
e = e || window.event;
switch (e.which) {
case 1:
console.log('left');
break;
case 2:
console.log('middle');
break;
case 3:
console.log('right');
rightclick = true; //store click in global
break;
}
};
//in onclick, which fires after onmousedown, check whether it was from a right click
document.onclick = function (e) {
if (rightclick) {
rightclick = false;
return;
}
console.log('onclick');
};
document.addEventListener("contextmenu", function (e) {
e.preventDefault();
}, false);
答案 2 :(得分:0)
W3C:
* Left button 0
* Middle button 1
* Right button 2
Microsoft:
* Left button 1
* Middle button 4
* Right button 2
将这段代码放在事件函数中,以过滤鼠标按钮
mouse = e.button || e.which; // w3s || MS
// ff 0 ie 1
mouse_left = e.button ? this.mouse === 0 ? true : false : this.mouse === 1 ? true : false;// w3c 0; ms 1;
// ff 2 ie 2
mouse_right = this.mouse === 2 ? true : false; // w3c 2; ms 2; //right mouse button clicked
// ff 1 ie 4
this.mouse_middle = 0;
使用此功能可以停止事件冒泡并阻止默认的右键单击操作:
stop_bubbling = function () {
obj.e.cancelBubble = true; // MS inhereted from Netscape
if(obj.e.stopPropagation){obj.e.stopPropagation();} // w3c
};
prevent_default_action = function () {
obj.e.returnValue = false; //MS
if( obj.e.preventDefault){obj.e.preventDefault();} // w3c
return false;
};
答案 3 :(得分:0)
好吧我使用了mrtsherman的代码。 但是我删除了最后的部分并将整个部分放入我的函数中,如果按下LMB,它会触发间隔。我真的不明白代码......这就是原因。另外,我已经看到了,我可能会对未来的行为产生同样的问题,所以最后我可能需要使用全局,但是,我仍然这样做是为了个人的乐趣!
function characterdrag(){
document.onmousedown = function (e) {
e = e || window.event;
switch (e.which) {
case 1:
console.log('left');
chardrag = setInterval(function(){charactermovement()},1);
charisdragged = true;
break;
case 2:
console.log('middle');
break;
case 3:
console.log('right');
break;
}
}
}