我正在AS3中创建一个游戏,并且在敌人子弹的类文件中,我有这个代码。
public class enemy2Bullet extends MovieClip
{
public function enemy2Bullet()
{
stop();
//Setup an event listener to see if the bullet is added to the stage.
addEventListener(Event.ADDED_TO_STAGE, onAdd);
}
private function onAdd(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAdd);
//Now that our object is on the stage, run our custom code.
init();
}
private function init():void
{
if (Math.random() <= 0.5)
{
addEventListener(Event.ENTER_FRAME, bullet2Loop)
}
else
{
addEventListener(Event.ENTER_FRAME, bullet2Loop2)
}
}
private function bullet2Loop(e:Event):void
{
if (currentLabel != "destroyed")
{
this.x += 8;
}
if (currentLabel == "destroyedComplete")
{
destroyEnemy2Bullet();
}
}
private function bullet2Loop2(e:Event):void
{
if (currentLabel != "destroyed")
{
this.x -= 8;
}
if (currentLabel == "destroyedComplete")
{
destroyEnemy2Bullet();
}
}
public function destroyEnemy2Bullet():void
{
{
//Remove the object from stage
stage.removeChild(this);
//Remove any event listeners
removeEventListener(Event.ENTER_FRAME, bullet2Loop);
}
}
}
编译完成后,游戏运行,但子弹只向1个方向射击。 我怎样才能让子弹从左右两侧射出,并朝那个方向停留?
这是我的敌人2功能。
private function enemy2Control():void
{
if (getTimer() - lastSpawnTime2 > 3000 && aEnemy2Array.length < 3)
{
var newEnemy2:MovieClip = new mcEnemy2;
newEnemy2.x = Math.random() * 800;
newEnemy2.y = 0;
aEnemy2Array.push(newEnemy2);
stage.addChild(newEnemy2);
lastSpawnTime2 = getTimer();
}
//Control enemy's bullets
for (var i:int = aEnemy2Array.length - 1; i >= 0; i--)
{
if (enemy2LastFire + 750 / (aEnemy2Array.length) < getTimer())
{
var currentEnemy2:mcEnemy2 = aEnemy2Array[i];
if (Math.random() < 0.06)
{
var newEnemy2Bullet:enemy2Bullet = new enemy2Bullet();
newEnemy2Bullet.x = currentEnemy2.x;
newEnemy2Bullet.y = currentEnemy2.y;
enemy2BulletArray.push(newEnemy2Bullet);
stage.addChild(newEnemy2Bullet);
enemy2LastFire = getTimer();
}
}
for (var j:int = enemy2BulletArray.length - 1; j >= 0; j--)
{
var currentEnemy2Bullet:enemy2Bullet = enemy2BulletArray[j];
if (currentEnemy2Bullet.y >= stage.stageHeight)
{
enemy2BulletArray.splice(j, 1);
currentEnemy2Bullet.destroyEnemy2Bullet();
}
if (currentEnemy2Bullet.hitTestObject(playerCore))
{
playerHP -= 1;
currentEnemy2Bullet.gotoAndPlay(2);
enemy2BulletArray.splice(j, 1);
}
}
}
}
任何帮助将不胜感激。
答案 0 :(得分:0)
一些事情:
•您可以将currentEnemy2Bullet
替换为j
,然后删除整个var currentEnemy2Bullet:enemy2Bullet = enemy2BulletArray[j];
语句。
•永远不会调用init()
。但是,如果您进行方向计算并在newEnemy2Bullet.addEventListener(Event.ENTER_FRAME, whatever)
的实际初始化中使用newEnemy2Bullet
,则效果最佳。
•说实话,你的代码相当混乱,可以简化。例如,您可以通过为类赋予变量,在初始化时为其赋值,并让循环根据该变量更新其位置来确定项目符号的方向。