我试图制作一个简单的游戏,其中僵尸从屏幕边缘随机产生,一旦它们产生,它们将获得玩家的最后位置并继续向该方向移动,直到它们到达舞台并被移除。但是,我似乎遇到了追逐代码的问题。即使在阅读了大量提供相同代码块的文章后,我仍然无法使其工作(即时通讯错误)。
这是主要的课程
package
{
import flash.display.*;
import flash.events.*;
import flash.utils.*;
import flash.ui.*;
public class main extends MovieClip
{
private var left,right,up,down,fire,mouseRight,mouseLeft:Boolean;
private var speedX,speedY,mobPosX,mobPosY:int;
private var num:Number;
private var wizard:Player;
private var crosshair:Crosshair;
private var mobArray,magicArray:Array;
public function main()
{
//Hide mouse for crosshair
Mouse.hide();
crosshair = new Crosshair();
addChild(crosshair);
crosshair.x = stage.stageWidth;
crosshair.y = stage.stageHeight;
//Set initial speed
speedX = 0;
speedY = 0;
//Wizard stuff
fire = false;
wizard = new Player();
addChild(wizard);
wizard.x = stage.stageWidth / 2;
wizard.y = stage.stageHeight / 2;
//Mob stuff
mobArray = new Array();
magicArray = new Array();
//Initialize bool so movement doesn't get stuck on startup
up = false;
down = false;
left = false;
right = false;
}
public function startGame()
{
addEventListener(Event.ENTER_FRAME,update);
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP,keyUpHandler);
stage.addEventListener(MouseEvent.CLICK, myClick);
}
private function keyDownHandler(evt:KeyboardEvent)
{
if (evt.keyCode == 37)
{
left = true;
}
if (evt.keyCode == 38)
{
up = true;
}
if (evt.keyCode == 39)
{
right = true;
}
if (evt.keyCode == 40)
{
down = true;
}
if (evt.keyCode == 67)
{
trace(mobArray.length);
}
}
private function keyUpHandler(evt:KeyboardEvent)
{
if (evt.keyCode == 37)
{
left = false;
speedX = 0;
}
if (evt.keyCode == 38)
{
up = false;
speedY = 0;
}
if (evt.keyCode == 39)
{
right = false;
speedX = 0;
}
if (evt.keyCode == 40)
{
down = false;
speedY = 0;
}
}
function myClick(eventObject:MouseEvent)
{
fire = true;
}
public function update(evt:Event)
{
//UI
crosshair.x = mouseX;
crosshair.y = mouseY;
//Start player
if (left && right == false)
{
speedX = -8;
}
if (up && down == false)
{
speedY = -8;
}
if (down && up == false)
{
speedY = 8;
}
if (right && left == false)
{
speedX = 8;
}
wizard.x += speedX;
wizard.y += speedY;
for (var i = mobArray.length - 1; i >= 0; i--)
{
//Start mob //if X is zero and Y > 10, spawn.
var m:Zombie = new Zombie();
m.chase((Math.atan2(mobArray[i].y - wizard.y,mobArray[i].x - wizard.x)/Math.PI * 180)); //applies trigo
num = Math.random();
if (num < 0.1)
{
//when x = 0
mobPosX = 10;
mobPosY = Math.floor(Math.random() * 590) + 10;
}
else if (num < 0.3)
{
//when y = 0
mobPosX = Math.floor(Math.random() * 790) + 10;
mobPosY = 10;
}
else if (num < 0.6)
{
mobPosX = 800;
mobPosY = Math.floor(Math.random() * 590) + 10;
//when x width of screen
}
else if (num < 0.9)
{
//y is height of screen
mobPosX = Math.floor(Math.random() * 790) + 10;
mobPosY = 590;
}
m.x = mobPosX;
m.y = mobPosY;
mobArray.push(m);
addChild(m);
}
}
private function gameOver()
{
removeEventListener(Event.ENTER_FRAME,update);
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownHandler);
stage.removeEventListener(KeyboardEvent.KEY_UP,keyUpHandler);
}
}//end class
}//end package
这是僵尸类
package
{
import flash.display.*;
import flash.events.*;
public class Zombie extends MovieClip
{
private var zombSpd:Number;
private var angle:Number;
public function Zombie()
{
zombSpd = 10;
}
public function chase(chaseAngle:Number)
{
angle = chaseAngle;
}
public function update()
{
this.x+=Math.cos(angle*Math.PI/180)*zombSpd;
this.y+=Math.sin(angle*Math.PI/180)*zombSpd;
}
}//end class
}//end package
谢谢:)
答案 0 :(得分:1)
我只是重新阅读您的代码,并且在尝试创建这样的游戏之前,您必须阅读并了解有关编程的更多信息。
你的僵尸没有产卵的原因是因为你永远不会进入for循环。 mob数组的长度将为零,因此for循环永远不会发生。
将其作为循环输出并创建一个函数来生成主类中的敌人。您可以使用在for循环中使用的代码作为此函数示例的代码:
function spawn():void{
//code directly from your for loop, with a small change
num = Math.random();
if (num < 0.1)
{
//when x = 0
mobPosX = 10;
mobPosY = Math.floor(Math.random() * 590) + 10;
}
else if (num < 0.3)
{
//when y = 0
mobPosX = Math.floor(Math.random() * 790) + 10;
mobPosY = 10;
}
else if (num < 0.6)
{
mobPosX = 800;
mobPosY = Math.floor(Math.random() * 590) + 10;
//when x width of screen
}
else if (num < 0.9)
{
//y is height of screen
mobPosX = Math.floor(Math.random() * 790) + 10;
mobPosY = 590;
}
var m:Zombie = new Zombie();
m.x = mobPosX;
m.y = mobPosY;
m.chase((Math.atan2(m.y - wizard.y,m.x - wizard.x)/Math.PI * 180)); //applies trigo
mobArray.push(m);
addChild(m);
}
现在在你的更新功能中你必须确定你想要什么时候产生敌人。你可以用一个计数器来做到这一点。我会让你想出那个部分,但如果你想让僵尸不断产生,(更新函数中的你的forloop)加上这个:
//use a counter variable to determine when to execute spawn
spawn();
//loop through all zombies
for(var i:int = 0; i < mobArray.length; i++){
mobArray[i].update();
}
答案 1 :(得分:-1)
AdvanceEDActionScriptAnimation的转向行为示例,带有抽象接口和编组实现。 Github上:https://github.com/yangboz/as3SteeringBehavior