我在Adobe Flash Professioanl CS6中创建了一款游戏,我想要一些帮助。
我有两只蛇在四处移动并留下痕迹。两条蛇在接触自己或其他蛇的踪迹时都必须死亡。目前,他们在检测到自己时会死亡,因此可行,但在检测到彼此时无效。
这是我的代码......
var leftBorder:verticalwall = new verticalwall(); // defining a variable to hold the left wall
addChild(leftBorder); // adding the left wall to the stage
var rightBorder:verticalwall = new verticalwall(); // defining a variable to hold the left wall
rightBorder.x = 790; // pushing the right wall to the edge of the stage
addChild(rightBorder); // adding the right wall to the stage
var topBorder:horizontalwall = new horizontalwall(); // defining a variable to hold the left wall
addChild(topBorder); // adding the top wall to the stage
var bottomBorder:horizontalwall = new horizontalwall(); // defining a variable to hold the bottom wall
bottomBorder.y = 790; // pushing the bottom wall to the base of the stage
addChild(bottomBorder); // adding the bottom wall to the stage
var Pspositions:Array = new Array(); // defining a new variable to hold the poistions of Player 1
stage.addEventListener(KeyboardEvent.KEY_DOWN,restartgame); // adding a listener to the stage
function restartgame(e:KeyboardEvent){ // defining a function that restarts the game
if(e.keyCode==Keyboard.SPACE){ // listens for the SPACE button to be pressed
//code here
}
}
graphics.beginFill( 0x000000 ); // defining a colour for the background
graphics.drawRect( 0, 0, stage.stageWidth, stage.stageHeight); // drawing a rectangle for background
graphics.endFill(); // ending the background creating process
// Player 1
var Player1:Shape = new Shape(); // defining a variable for Player 1
Player1.graphics.lineStyle(10,0xffff00); // defining the colour of the style
Player1.graphics.beginFill(0xffff00,3600); // begin filling the shape
//Player1.graphics.drawRoundRect(0,0,3,3,360);
Player1.graphics.drawCircle(Player1.x, Player1.y, 2.4) // draw a circle
Player1.graphics.endFill(); // finish the filling process
addChild(Player1); // add player 1 to stage
var P1leftPressed:Boolean = false; // boolean to check whether the left key for Player 1 was pressed
var P1rightPressed:Boolean = false; // boolean to check whether the right key for Player 1 was pressed
var P1speed = 3.5; // variable to store the speed of which player 1 moves
var P1Dir = 45; // variable containing the direction in which player 1 moves
var P1position, P2position;
Player1.addEventListener(Event.ENTER_FRAME, P1fl_MoveInP1DirectionOfKey); // adding a listener to the player
stage.addEventListener(KeyboardEvent.KEY_DOWN, P1fl_SetKeyPressed); // listener for a key to be pressed
stage.addEventListener(KeyboardEvent.KEY_UP, P1fl_UnsetKeyPressed); // listener for a key to be released
function P1fl_MoveInP1DirectionOfKey(event:Event) // Moves the player depedning on what key was pressed
{
//var dead;
/*if(dead == false){
trace(P1position + " _____________ " + P2position);
}*/
if(Player1.hitTestObject(leftBorder) || Player1.hitTestObject(rightBorder) || Player1.hitTestObject(topBorder) || Player1.hitTestObject(bottomBorder)){ // checking to see whether Player 1 has hit the wall
P1speed = 0; // stopping Player 1 from moving
//dead = true;
}
for (var i = 0; i < Pspositions.length - 10; i++) { // a loop that opperates for as long as the array is receiving positions
var P1x = Pspositions[i][0]; // saving x positions into array with a unique identifier
var P1y = Pspositions[i][1]; // saving y positions into array with a unique identifier
if (distanceBetween(P1x, P1y, Player1.x, Player1.y) < 15) { // checking distance between Player 1 and its trail
P1speed = 0;
}
if (distanceBetween(P1x, P1y, Player2.x, Player2.y) < 15) { // checking distance between Player 1 and its trail
P1speed = 0;
}
}
if (P1leftPressed)
{
P1Dir -= 0.1; // changes the direction to make Player 1 rotate
}
if (P1rightPressed)
{
P1Dir += 0.1; // changes the direction to make Player 1 rotate
}
P1position = [Player1.x, Player1.y]; // defining a variable for Player 1's constant positions
Pspositions.push(P1position); // pushes every position of Player 1 to the array
trace(P1position + " _____________ " + P2position);
Player1.x += P1speed * Math.cos(P1Dir); // this makes player 1 move forard
Player1.y += P1speed * Math.sin(P1Dir); // this makes player 2 move forward
var P1trail:Shape = new Shape; // defining a variable for player 1's trail
graphics.lineStyle(8, 0xFF0000); // setting the format for the trail
graphics.drawCircle(Player1.x, Player1.y, 1.4); // drawing the circles within the trail
addChild(P1trail); // adding the circles to the stage
}
function P1fl_SetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case Keyboard.LEFT:
{
P1leftPressed = true; // tells the computer that left has been pressed
break;
}
case Keyboard.RIGHT:
{
P1rightPressed = true; // tells the computer that right has been pressed
break;
}
}
}
function P1fl_UnsetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case Keyboard.LEFT:
{
P1leftPressed = false; // tells the computer that left has been released
break;
}
case Keyboard.RIGHT:
{
P1rightPressed = false; // tells the computer that left has been released
break;
}
}
}
/*function object(x, y) {
this.x = x;
this.y = y;
}
function player(x, y) {
}*/
function distanceBetween (x1:Number, y1:Number, x2:Number, y2:Number) { // creating a function
// return d = Math.sqrt(x2 - x1)^2 +(y2 - y1)^2);
var diffX = x2 - x1; // creating variable to tidy up the pythagoras line below
var diffY = y2 - y1; // creating variable to tidy up the pythagoras line below
return Math.sqrt(diffX * diffX + diffY * diffY); // using pythagras theorem
}
// Player 2
var Player2:Shape = new Shape(); // Defining a variable
Player2.graphics.lineStyle(10,0xffff00);
Player2.graphics.beginFill(0xffff00,3600);
Player2.graphics.drawCircle(Player1.x, Player1.y, 2.4)
Player2.graphics.endFill();
addChild(Player2);
var P2leftPressed:Boolean = false;
var P2rightPressed:Boolean = false;
var P2speed = 3.5;
var P2Dir = 180;
Player2.addEventListener(Event.ENTER_FRAME, P2fl_MoveInP1DirectionOfKey);
stage.addEventListener(KeyboardEvent.KEY_DOWN, P2fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, P2fl_UnsetKeyPressed);
function P2fl_MoveInP1DirectionOfKey(event:Event)
{
if(Player2.hitTestObject(leftBorder) || Player2.hitTestObject(rightBorder) || Player2.hitTestObject(topBorder) || Player2.hitTestObject(bottomBorder)){
P2speed = 0;
}
for (var a = 0; a < Pspositions.length - 10; a++) {
var P2x = Pspositions[a][0];
var P2y = Pspositions[a][1];
if (distanceBetween(P2x, P2y, Player2.x, Player2.y) < 15) {
P2speed = 0;
}
}
if (P2leftPressed)
{
P2Dir -= 0.1;
}
if (P2rightPressed)
{
P2Dir += 0.1;
}
P2position = [Player2.x, Player2.y];
//trace(P2position);
Pspositions.push(P2position);
Player2.x += P2speed * Math.cos(P2Dir);
Player2.y += P2speed * Math.sin(P2Dir);
var P2trail:Shape = new Shape;
graphics.lineStyle(8, 0x0066CC);
graphics.drawCircle(Player2.x, Player2.y, 1.4);
addChild(P2trail);
}
function P2fl_SetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case event.keyCode = 90:
{
P2leftPressed = true;
break;
}
case event.keyCode = 67:
{
P2rightPressed = true;
break;
}
}
}
function P2fl_UnsetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case event.keyCode=90:
{
P2leftPressed = false;
break;
}
case event.keyCode=67:
{
P2rightPressed = false;
break;
}
}
}
这适用于actionscript 3.0
Thans,任何帮助都将不胜感激:)
答案 0 :(得分:0)
PSpositions.length - 10
在实际存在的地方画蛇:
Player1.graphics.drawCircle(Player1.x, Player1.x, 2.4)
而不是
Player1.graphics.drawCircle(Player1.x + ..., Player1.x + ..., 2.4)
为玩家设置不同的开始位置,以便他们不会在第一帧时出现。
你没注意......这是工作版本:
import flash.display.Shape;
var leftBorder = verticalwall; // defining a variable to hold the left wall
addChild(leftBorder); // adding the left wall to the stage
var rightBorder = verticalwall; // defining a variable to hold the left wall
rightBorder.x = 790; // pushing the right wall to the edge of the stage
addChild(rightBorder); // adding the right wall to the stage
var topBorder = horizontalwall; //defining a variable to hold the left wall
addChild(topBorder); //adding the top wall to the stage
var bottomBorder = horizontalwall; //defining a variable to hold the bottom wall
bottomBorder.y = 790; //pushing the bottom wall to the base of the stage
addChild(bottomBorder); //adding the bottom wall to the stage
var P1positions:Array = new Array(); //defining a new variable to hold the poistions of Player 1
var P2positions:Array = new Array(); //defining a new variable to hold the poistions of Player 2
//Player 1
var Player1:Shape = new Shape(); //defining a variable for Player 1
Player1.graphics.lineStyle(10,0xffff00); //defining the colour of the style
Player1.graphics.beginFill(0xffff00,3600); //begin filling the shape
Player1.graphics.drawRoundRect(0,0,3,3,360);
Player1.graphics.drawCircle(Player1.x, Player1.x, 2.4) //draw a circle
Player1.graphics.endFill(); //finish the filling process
addChild(Player1); //add player 1 to stage
var P1leftPressed:Boolean = false; //boolean to check whether the left key for Player 1 was pressed
var P1rightPressed:Boolean = false; //boolean to check whether the right key for Player 1 was pressed
var P1speed = 3.5; //variable to store the speed of which player 1 moves
var P1Dir = 45; //variable containing the direction in which player 1 moves
var P1position, P2position;
Player1.addEventListener(Event.ENTER_FRAME, P1fl_MoveInP1DirectionOfKey); //adding a listener to the player
stage.addEventListener(KeyboardEvent.KEY_DOWN, P1fl_SetKeyPressed); //listener for a key to be pressed
stage.addEventListener(KeyboardEvent.KEY_UP, P1fl_UnsetKeyPressed); // listener for a key to be released
function P1fl_MoveInP1DirectionOfKey(event:Event) //Moves the player depedning on what key was pressed
{
if(Player1.hitTestObject(leftBorder) || Player1.hitTestObject(rightBorder) || Player1.hitTestObject(topBorder) || Player1.hitTestObject(bottomBorder)){ //checking to see whether Player 1 has hit the wall
P1speed = 0; //stopping Player 1 from moving
}
if (P1leftPressed)
{
P1Dir -= 0.1; //changes the direction to make Player 1 rotate
}
if (P1rightPressed)
{
P1Dir += 0.1; //changes the direction to make Player 1 rotate
}
P1position = [Player1.x, Player1.y]; //defining a variable for Player 1's constant positions
P1positions.push(P1position); //pushes every position of Player 1 to the array
trace(P1position + " _____________ " + P2position);
for (var i = 0; i < P1positions.length - 10; i++) { //a loop that opperates for as long as the array is receiving positions
var P1x = P1positions[i][0]; //saving x positions into array with a unique identifier
var P1y = P1positions[i][1]; //saving y positions into array with a unique identifier
if (distanceBetween(P1x, P1y, Player1.x, Player1.y) < 15) { //checking distance between Player 1 and its trail
P1speed = 0;
}
}
Player1.x += P1speed * Math.cos(P1Dir); //this makes player 1 move forard
Player1.y += P1speed * Math.sin(P1Dir); //this makes player 2 move forward
var P1trail:Shape = new Shape; //defining a variable for player 1's trail
graphics.lineStyle(8, 0xFF0000); //setting the format for the trail
graphics.drawCircle(Player1.x, Player1.y, 1.4); //drawing the circles within the trail
addChild(P1trail); //adding the circles to the stage
}
function P1fl_SetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case Keyboard.LEFT:
{
P1leftPressed = true; //tells the computer that left has been pressed
break;
}
case Keyboard.RIGHT:
{
P1rightPressed = true; //tells the computer that right has been pressed
break;
}
}
}
function P1fl_UnsetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case Keyboard.LEFT:
{
P1leftPressed = false; //tells the computer that left has been released
break;
}
case Keyboard.RIGHT:
{
P1rightPressed = false; //tells the computer that left has been released
break;
}
}
}
function object(x, y) {
this.x = x;
this.y = y;
}
function distanceBetween (x1:Number, y1:Number, x2:Number, y2:Number) { // creating a function
// return d = Math.sqrt(x2 - x1)^2 +(y2 - y1)^2);
var diffX = x2 - x1; // creating variable to tidy up the pythagoras line below
var diffY = y2 - y1; // creating variable to tidy up the pythagoras line below
return Math.sqrt(diffX * diffX + diffY * diffY); // using pythagras theorem
}
// Player 2
var Player2:Shape = new Shape(); // Defining a variable
Player2.graphics.lineStyle(10,0xffff00);
Player2.graphics.beginFill(0xffff00,3600);
Player2.graphics.drawCircle(Player1.x, Player1.x, 2.4)
Player2.graphics.endFill();
addChild(Player2);
Player2.x = 500;
Player2.y = 500;
var P2leftPressed:Boolean = false;
var P2rightPressed:Boolean = false;
var P2speed = 3.5;
var P2Dir = 180;
Player2.addEventListener(Event.ENTER_FRAME, P2fl_MoveInP1DirectionOfKey);
stage.addEventListener(KeyboardEvent.KEY_DOWN, P2fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, P2fl_UnsetKeyPressed);
function P2fl_MoveInP1DirectionOfKey(event:Event)
{
if(Player2.hitTestObject(leftBorder) || Player2.hitTestObject(rightBorder) || Player2.hitTestObject(topBorder) || Player2.hitTestObject(bottomBorder)){
P2speed = 0;
}
if (P2leftPressed)
{
P2Dir -= 0.1;
}
if (P2rightPressed)
{
P2Dir += 0.1;
}
P2position = [Player2.x, Player2.y];
//trace(P2position);
P1positions.push(P2position);
for (var a = 0; a < P1positions.length - 10; a++) {
var P2x = P1positions[a][0];
var P2y = P1positions[a][1];
if (distanceBetween(P2x, P2y, Player2.x, Player2.y) < 15) {
P2speed = 0;
}
}
Player2.x += P2speed * Math.cos(P2Dir);
Player2.y += P2speed * Math.sin(P2Dir);
var P2trail:Shape = new Shape;
graphics.lineStyle(8, 0x0066CC);
graphics.drawCircle(Player2.x, Player2.y, 1.4);
addChild(P2trail);
}
function P2fl_SetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case event.keyCode = 90:
{
P2leftPressed = true;
break;
}
case event.keyCode = 67:
{
P2rightPressed = true;
break;
}
}
}
function P2fl_UnsetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case event.keyCode=90:
{
P2leftPressed = false;
break;
}
case event.keyCode=67:
{
P2rightPressed = false;
break;
}
}
}
另请注意,这不是非常有效 - 你检查每一帧蛇的每个位置以及你添加新位置的每一帧 - 你的游戏最终会减速。 考虑一些优化,例如将地图切成网格或其他东西......