Wellp,我到处都是,我就像他们来到这里一样绿色。
我最近开始玩AS3,因为我想学习它,所以我开始构建一个简单的平台游戏。
我想我知道我的问题是什么,但找到解决方案已经过了一半。
根据我的研究,这是玩家位置计算/帧率的问题。在程序计算出与地板相关的位置之前,角色已经走得太远了,当它最终识别出他在哪里时,它开始重新校准,将他带回零。
我的特殊问题是每个制作教程和内容的人都使用不同的标签系统,而且我找不到任何适合这种特殊问题的东西。
请原谅我提问,但有没有人有机会查看我的代码并帮我找出问题所在。我觉得它与
有关if(downBumping)位,但我正在努力弄清楚要改变什么以及如何改变。 :\
以下是代码:
import flash.geom.Point;
import flash.events.KeyboardEvent;
import flash.events.Event;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, loop);
var scrollX:Number = 0;
var scrollY:Number = 0;
var xSpeed:Number = 0;
var ySpeed:Number = 0;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftBumping:Boolean = false;
var rightBumping:Boolean = false;
var upBumping:Boolean = false;
var downBumping:Boolean = false;
var leftBumpPoint:Point = new Point(-62, 40);
var rightBumpPoint:Point = new Point(62, 40);
var upBumpPoint:Point = new Point(0, -83);
var downBumpPoint:Point = new Point(0, 80);
var animationState:String = "idle";
class Player extends player {
var speedConstant:int = 4;
var friction:Number = .75;
var maxSpeedConstant:Number = 18;
var gravityConstant:Number = 16;
var jumpConstant:Number = -180;
}
function loop(e:Event):void{
if(back.collisions.hitTestPoint(player.x + leftBumpPoint.x, player.y + leftBumpPoint.y, true)){
trace("my butt!!");
leftBumping = true;
} else {
leftBumping = false;
}
if(back.collisions.hitTestPoint(player.x + rightBumpPoint.x, player.y + rightBumpPoint.y, true)){
trace("my face!!");
rightBumping = true;
} else {
rightBumping = false;
}
if(back.collisions.hitTestPoint(player.x + upBumpPoint.x, player.y + upBumpPoint.y, true)){
trace("my head!!");
upBumping = true;
} else {
upBumping = false;
}
if(back.collisions.hitTestPoint(player.x + downBumpPoint.x, player.y + downBumpPoint.y, true)){
trace("my feet!");
downBumping = true;
} else {
downBumping = false;
}
//speed mechanics
if(leftPressed){
xSpeed -= speedConstant;
player.scaleX = -1;
} else if(rightPressed){
xSpeed += speedConstant;
player.scaleX = 1;
}
if(leftBumping){
if(xSpeed < 0){
xSpeed *= -0.5;
}
}
if(rightBumping){
if(xSpeed > 0){
xSpeed *= -0.5;
}
}
if(upBumping){
if(ySpeed < 0){
ySpeed *= -0.5;
}
}
if(downBumping){
if(ySpeed > 0){
ySpeed *= -.19;
}
if(upPressed){ //and if we're pressing UP
ySpeed = jumpConstant; //set y speed to jump constant
}
} else {//if we are not touching the floor
ySpeed += gravityConstant; //accelerate downwards
}
if(xSpeed > maxSpeedConstant){
xSpeed = maxSpeedConstant;
} else if(xSpeed < (maxSpeedConstant * -1)){
xSpeed = (maxSpeedConstant * -1);
}
xSpeed *= friction;
ySpeed *= friction;
if(Math.abs(xSpeed) < 0.5){
xSpeed = 0;
}
scrollX -= xSpeed;
scrollY -= ySpeed;
back.x = scrollX;
back.y = scrollY;
if( ( leftPressed || rightPressed || xSpeed > speedConstant || xSpeed < speedConstant *-1) && downBumping){
animationState = "walk";
}else if(downBumping){
animationState = "idle";
}
if(player.currentLabel !=animationState){
player.gotoAndStop(animationState)
}
}
function keyDownHandler(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.LEFT){
leftPressed = true;
} else if(e.keyCode == Keyboard.RIGHT){
rightPressed = true;
} else if(e.keyCode == Keyboard.UP){
upPressed = true;
} else if(e.keyCode == Keyboard.DOWN){
downPressed = true;
}
}
function keyUpHandler(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.LEFT){
leftPressed = false;
} else if(e.keyCode == Keyboard.RIGHT){
rightPressed = false;
} else if(e.keyCode == Keyboard.UP){
upPressed = false;
} else if(e.keyCode == Keyboard.DOWN){
downPressed = false;
}
}
任何帮助都会非常感激。我想学习,但是当我甚至不知道到底要找什么时很难...非常感谢!
答案 0 :(得分:0)
我打算给你写一些你需要改变的解决方案。但这不是最好的努力。我只是不想改变你的整个逻辑,但你可以在你的逻辑中使用它。
在跳跃后不要使用基于时间的计算来固定y位置, 让这个计算是即时的
如果您的玩家的y位置低于零点,则将其y位置设置为零并停止加速
另外,重要的一点是,不要先使用你的hittest函数,在加速函数之后使用它们,在每个循环中使用它们,这样可以做得更好。
此外,提高电影的帧速率和降低加速度值是让事情变得更好的好方法。