我一直在关注网络上的教程,但它在某种程度上没有显示有关创建游戏而非功能的内容。我是Starling框架和Actionscript的新手,所以我仍然想找到一种方法让它工作。这是代码的完整摘要。
package screens
{
import flash.geom.Rectangle;
import flash.utils.getTimer;
import events.NavigationEvent;
import objects.GameBackground;
import objects.Hero;
import objects.Item;
import objects.Obstacle;
import starling.display.Button;
import starling.display.Image;
import starling.display.Sprite;
import starling.events.Event;
import starling.events.Touch;
import starling.events.TouchEvent;
import starling.text.TextField;
import starling.utils.deg2rad;
public class InGame extends Sprite
{
private var screenInGame:InGame;
private var screenWelcome:Welcome;
private var startButton:Button;
private var playAgain:Button;
private var bg:GameBackground;
private var hero:Hero;
private var timePrevious:Number;
private var timeCurrent:Number;
private var elapsed:Number;
private var gameState:String;
private var playerSpeed:Number = 0;
private var hitObstacle:Number = 0;
private const MIN_SPEED:Number = 650;
private var scoreDistance:int;
private var obstacleGapCount:int;
private var gameArea:Rectangle;
private var touch:Touch;
private var touchX:Number;
private var touchY:Number;
private var obstaclesToAnimate:Vector.<Obstacle>;
private var itemsToAnimate:Vector.<Item>;
private var scoreText:TextField;
private var remainingLives:TextField;
private var gameOverText:TextField;
private var iconSmall:Image;
static private var lives:Number = 2;
public function InGame()
{
super();
this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage(event:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
drawGame();
scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true);
remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true);
iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1"));
iconSmall.x = 360;
iconSmall.y = 40;
this.addChild(iconSmall);
this.addChild(scoreText);
this.addChild(remainingLives);
}
private function drawGame():void {
bg = new GameBackground();
this.addChild(bg);
hero = new Hero();
hero.x = stage.stageHeight / 2;
hero.y = stage.stageWidth / 2;
this.addChild(hero);
startButton = new Button(Assets.getAtlas().getTexture("startButton"));
startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5;
startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5;
this.addChild(startButton);
gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250);
}
public function disposeTemporarily():void {
this.visible = false;
}
public function initialize():void {
this.visible = true;
this.addEventListener(Event.ENTER_FRAME, checkElapsed);
hero.x = -stage.stageWidth;
hero.y = stage.stageHeight * 0.5;
gameState ="idle";
playerSpeed = 0;
hitObstacle = 0;
bg.speed = 0;
scoreDistance = 0;
obstacleGapCount = 0;
obstaclesToAnimate = new Vector.<Obstacle>();
itemsToAnimate = new Vector.<Item>();
startButton.addEventListener(Event.TRIGGERED, onStartButtonClick);
//var mainStage:InGame =InGame.current.nativeStage;
//mainStage.dispatchEvent(new Event(Event.COMPLETE));
//playAgain.addEventListener(Event.TRIGGERED, onRetry);
}
private function onStartButtonClick(event:Event):void {
startButton.visible = false;
startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick);
launchHero();
}
private function launchHero():void {
this.addEventListener(TouchEvent.TOUCH, onTouch);
this.addEventListener(Event.ENTER_FRAME, onGameTick);
}
private function onTouch(event:TouchEvent):void {
touch = event.getTouch(stage);
touchX = touch.globalX;
touchY = touch.globalY;
}
private function onGameTick(event:Event):void {
switch(gameState) {
case "idle":
if(hero.x < stage.stageWidth * 0.5 * 0.5) {
hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05;
hero.y = stage.stageHeight * 0.5;
playerSpeed += (MIN_SPEED - playerSpeed) * 0.05;
bg.speed = playerSpeed * elapsed;
} else {
gameState = "flying";
}
break;
case "flying":
if(hitObstacle <= 0) {
hero.y -= (hero.y - touchY) * 0.1;
if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) {
hero.rotation = deg2rad(-(hero.y - touchY) * 0.2);
}
if(hero.y > gameArea.bottom - hero.height * 0.5) {
hero.y = gameArea.bottom - hero.height * 0.5;
hero.rotation = deg2rad(0);
}
if(hero.y < gameArea.top + hero.height * 0.5) {
hero.y = gameArea.top + hero.height * 0.5;
hero.rotation = deg2rad(0);
}
} else {
hitObstacle--
cameraShake();
}
playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01;
bg.speed = playerSpeed * elapsed;
scoreDistance += (playerSpeed * elapsed) * 0.1;
scoreText.text = "Score: " + scoreDistance;
initObstacle();
animateObstacles();
createEggItems();
animateItems();
remainingLives.text = "Lives: "+lives + " X ";
if(lives == 0) {
gameState = "over";
}
break;
case "over":
gameOver();
break;
}
}
private function gameOver():void {
gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true);
scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true);
this.addChild(scoreText);
this.addChild(gameOverText);
playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain"));
playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5;
playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75;
this.addChild(playAgain);
playAgain.addEventListener(Event.TRIGGERED, onRetry);
}
private function onRetry(event:Event):void {
playAgain.visible = false;
gameOverText.visible = false;
scoreText.visible = false;
var btnClicked:Button = event.target as Button;
if((btnClicked as Button) == playAgain) {
this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true));
}
disposeTemporarily();
}
private function animateItems():void {
var itemToTrack:Item;
for(var i:uint = 0; i < itemsToAnimate.length; i++) {
itemToTrack = itemsToAnimate[i];
itemToTrack.x -= playerSpeed * elapsed;
if(itemToTrack.bounds.intersects(hero.bounds)) {
itemsToAnimate.splice(i, 1);
this.removeChild(itemToTrack);
}
if(itemToTrack.x < -50) {
itemsToAnimate.splice(i, 1);
this.removeChild(itemToTrack);
}
}
}
private function createEggItems():void {
if(Math.random() > 0.95){
var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10));
itemToTrack.x = stage.stageWidth + 50;
itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top;
this.addChild(itemToTrack);
itemsToAnimate.push(itemToTrack);
}
}
private function cameraShake():void {
if(hitObstacle > 0) {
this.x = Math.random() * hitObstacle;
this.y = Math.random() * hitObstacle;
} else if(x != 0) {
this.x = 0;
this.y = 0;
lives--;
}
}
private function initObstacle():void {
if(obstacleGapCount < 1200) {
obstacleGapCount += playerSpeed * elapsed;
} else if(obstacleGapCount !=0) {
obstacleGapCount = 0;
createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000);
}
}
private function animateObstacles():void {
var obstacleToTrack:Obstacle;
for(var i:uint = 0; i<obstaclesToAnimate.length; i++) {
obstacleToTrack = obstaclesToAnimate[i];
if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) {
obstacleToTrack.alreadyHit = true;
obstacleToTrack.rotation = deg2rad(70);
hitObstacle = 30;
playerSpeed *= 0.5;
}
if(obstacleToTrack.distance > 0) {
obstacleToTrack.distance -= playerSpeed * elapsed;
} else {
if(obstacleToTrack.watchOut) {
obstacleToTrack.watchOut = false;
}
obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed;
}
if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") {
obstaclesToAnimate.splice(i, 1);
this.removeChild(obstacleToTrack);
}
}
}
private function checkElapsed(event:Event):void {
timePrevious = timeCurrent;
timeCurrent = getTimer();
elapsed = (timeCurrent - timePrevious) * 0.001;
}
private function createObstacle(type:Number, distance:Number):void{
var obstacle:Obstacle = new Obstacle(type, distance, true, 300);
obstacle.x = stage.stageWidth;
this.addChild(obstacle);
if(type >= 4) {
if(Math.random() > 0.5) {
obstacle.y = gameArea.top;
obstacle.position = "top"
} else {
obstacle.y = gameArea.bottom - obstacle.height;
obstacle.position = "bottom";
}
} else {
obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top;
obstacle.position = "middle";
}
obstaclesToAnimate.push(obstacle);
}
}
}
答案 0 :(得分:2)
你没有在任何地方调用initialize(),这就是gameState最初被设置为“空闲”的地方......看起来......当你运行它时,这个代码目前做了什么?
这里的目标是让每一帧都运行onGameTick(事件)功能,这将在空闲/飞行/超过游戏状态之间切换。