我在Flash中创建一个游戏,我正在为游戏创建一个主菜单(使用“Play”,“How to Play”,“Hiscores”等按钮),并想知道最好的方法是什么关于它?
我的所有Actionscript代码都在外部的.as文件中,并且我已经使用了整个类,但我无法弄清楚如何获取它以便在游戏运行后立即显示菜单。主要问题是我的游戏中有计时器附加了事件处理程序,我试图想出最好的方法来基本上停止这些计时器,直到用户实际点击“播放”,否则对象产生于顶部菜单和计时器滴答滴答。
停止计时器但是然后在播放按钮中添加一个事件处理程序来启动计时器是一个好主意吗?我试图找出最佳方法,以备将来参考。
感谢您的帮助。
编辑:尝试过切尔诺夫的建议,得到一些错误。
Main.as:
package {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.display.DisplayObject;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.ui.Mouse;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.text.TextFormat;
import flash.text.TextField;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.net.URLLoader;
import flash.system.LoaderContext;
import flash.display.Sprite;
import flash.net.Socket;
public class Main extends MovieClip {
public static var gameLayer:Sprite = new Sprite;
public static var endGameLayer:Sprite = new Sprite;
public static var menuLayer:Sprite = new Sprite;
public var gameTime:int;
public var levelDuration:int;
public var crosshair:crosshair_mc;
static var score:Number;
var enemyShipTimer:Timer;
var enemyShipTimerMed:Timer;
var enemyShipTimerSmall:Timer;
static var scoreHeader:TextField = new TextField();
static var scoreText:TextField = new TextField();
static var timeHeader:TextField = new TextField();
static var timeText:TextField = new TextField();
public function Main()
{
var mainMenu:myMenu = new myMenu;
addChild(gameLayer);
addChild(endGameLayer);
addChild(menuLayer);
playBtn.addEventListener(MouseEvent.CLICK, startButtonPressed);
}
function startButtonPressed(e:Event)
{
levelDuration = 30;
gameTime = levelDuration;
var gameTimer:Timer = new Timer(1000,levelDuration);
gameTimer.addEventListener(TimerEvent.TIMER, updateTime);
gameTimer.addEventListener(TimerEvent.TIMER_COMPLETE, timeExpired)
gameTimer.start();
scoreHeader = new TextField();
scoreHeader.x = 5;
scoreHeader.text = String("Score: ");
gameLayer.addChild(scoreHeader);
scoreText = new TextField();
scoreText.x = 75;
scoreText.y = 0;
scoreText.text = String(0);
gameLayer.addChild(scoreText);
timeHeader = new TextField();
timeHeader.x = 490;
timeHeader.y = 0;
timeHeader.text = String("Time: ");
gameLayer.addChild(timeHeader);
timeText = new TextField();
timeText.x = 550;
timeText.y = 0;
timeText.text = gameTime.toString();
gameLayer.addChild(timeText);
var scoreFormat = new TextFormat("Arial Rounded MT Bold", 20, 0xFFFFFF);
scoreHeader.setTextFormat(scoreFormat);
scoreText.setTextFormat(scoreFormat);
timeHeader.setTextFormat(scoreFormat);
timeText.setTextFormat(scoreFormat);
enemyShipTimer = new Timer(2000);
enemyShipTimer.addEventListener("timer", sendEnemy);
enemyShipTimer.start();
enemyShipTimerMed = new Timer(2500);
enemyShipTimerMed.addEventListener("timer", sendEnemyMed);
enemyShipTimerMed.start();
enemyShipTimerSmall = new Timer(2750);
enemyShipTimerSmall.addEventListener("timer", sendEnemySmall);
enemyShipTimerSmall.start();
crosshair = new crosshair_mc();
gameLayer.addChild(crosshair);
crosshair.mouseEnabled = crosshair.mouseChildren = false;
Mouse.hide();
gameLayer.addEventListener(Event.ENTER_FRAME, moveCursor);
resetScore();
}
function sendEnemy(e:Event)
{
var enemy = new EnemyShip();
gameLayer.addChild(enemy);
gameLayer.addChild(crosshair);
}
function sendEnemyMed(e:Event)
{
var enemymed = new EnemyShipMed();
gameLayer.addChild(enemymed);
gameLayer.addChild(crosshair);
}
function sendEnemySmall(e:Event)
{
var enemysmall = new EnemyShipSmall();
gameLayer.addChild(enemysmall);
gameLayer.addChild(crosshair);
}
static function updateScore(points)
{
score += points;
scoreText.text = String(score);
var scoreFormat = new TextFormat("Arial Rounded MT Bold", 20, 0xFFFFFF);
scoreHeader.setTextFormat(scoreFormat);
scoreText.setTextFormat(scoreFormat);
}
static function resetScore()
{
score = 0;
scoreText.text = String(score);
}
function updateTime(e:TimerEvent):void
{
trace(gameTime);
// your class variable tracking each second,
gameTime--;
//update your user interface as needed
var scoreFormat = new TextFormat("Arial Rounded MT Bold", 20, 0xFFFFFF);
timeText.defaultTextFormat = scoreFormat;
timeText.text = String(gameTime);
}
function timeExpired(e:TimerEvent):void
{
var gameTimer:Timer = e.target as Timer;
gameTimer.removeEventListener(TimerEvent.TIMER, updateTime)
gameTimer.removeEventListener(TimerEvent.TIMER, timeExpired)
// do whatever you need to do for game over
}
function moveCursor(event:Event)
{
crosshair.x=mouseX;
crosshair.y=mouseY;
}
}
}
Menu.as:
package {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.display.DisplayObject;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.ui.Mouse;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.text.TextFormat;
import flash.text.TextField;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.net.URLLoader;
import flash.system.LoaderContext;
import flash.display.Sprite;
import flash.net.Socket;
public class Menu extends MovieClip
{
var mainMenu:Menu = new Menu();
Main.menuLayer.addChild(myMenu);
playBtn.addEventListener(MouseEvent.CLICK, playBtnPressed);
function playBtnPressed()
{
Main.menuLayer.removeChild(myMenu);
dispatchEvent(new Event("playButtonPressed"))
}
}
我的菜单是一个名为myMenu
的动画片段,该课程设置为Menu
,但我收到的错误如下:
Main.as, Line 50 1120: Access of undefined property playBtn
在将菜单转换为movieclip之前,我给了按钮一个实例名称playBtn,所以不知道那里发生了什么。我可能错过了一些非常简单的东西,但是在整天打字后对我来说有点混乱。
答案 0 :(得分:0)
如果您在Main构造函数中拥有所有初始化内容(包括定时器初始化),那么您需要将其拆分为两个函数,Main构造函数将显示菜单,而“start”按钮将触发第二个函数,即将包括所有初始化的东西