我在游戏中运行的方式是检测到你点击了一个Movieclip的运行按钮,然后它设置了增加的walkpeeds。如果抬起手指,或将其从按钮上移开,它会将其恢复为默认的速度梯度。
所以,问题是运行按钮仅在定向DPAD之前按下时才有效。
我该如何解决这个问题?
我的运动课
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.TouchEvent;
import flash.net.dns.AAAARecord;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
public class Movement extends MovieClip
{
public function Movement(main:Game)
{
trace("SUCCESS | Constructed Movement Class");
addChild(Game.playerPosKeeper_mc);
Game.playerPosKeeper_mc.x = 384;
Game.playerPosKeeper_mc.y = 46;
addChild(main.up_dpad);
main.up_dpad.x = 55;
main.up_dpad.y = 336;
addChild(main.down_dpad);
main.down_dpad.x = 57;
main.down_dpad.y = 432;
addChild(main.left_dpad);
main.left_dpad.x = 19;
main.left_dpad.y = 372;
addChild(main.right_dpad);
main.right_dpad.x = 118;
main.right_dpad.y = 372;
addChild(main.menu_dpad);
main.menu_dpad.x = 61;
main.menu_dpad.y = 377;
addChild(main.run_dpad);
main.run_dpad.x = 684;
main.run_dpad.y = 369;
addChild(main.barrierRoof1_game);
main.barrierRoof1_game.x = 0;
main.barrierRoof1_game.y = 0;
addChild(main.barrierRoof2_game);
main.barrierRoof2_game.x = 0;
main.barrierRoof2_game.y = 470;
addChild(main.barrierRoof3_game);
main.barrierRoof3_game.x = 0;
main.barrierRoof3_game.y = 320;
addChild(main.barrierSide1_game);
main.barrierSide1_game.x = 0;
main.barrierSide1_game.y = 0;
addChild(main.barrierSide2_game);
main.barrierSide2_game.x = 790;
main.barrierSide2_game.y = 0;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
main.run_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBeginRUN);
main.run_dpad.addEventListener(TouchEvent.TOUCH_OUT, onTouchEndRUN);
main.run_dpad.addEventListener(TouchEvent.TOUCH_END, onTouchEndRUN);
function onTouchBeginRUN(e:TouchEvent):void
{
Game.upWalkspeed = -5;
Game.downWalkspeed = 5;
Game.leftWalkspeed = -5;
Game.rightWalkspeed = 5;
}
function onTouchEndRUN(e:TouchEvent):void
{
Game.upWalkspeed = -3;
Game.downWalkspeed = 3;
Game.leftWalkspeed = -3;
Game.rightWalkspeed = 3;
}
for each (var aButton:MovieClip in main.Buttons)
{
aButton.addEventListener(TouchEvent.TOUCH_BEGIN, onDown);
aButton.addEventListener(TouchEvent.TOUCH_OUT, onUp);
aButton.addEventListener(TouchEvent.TOUCH_END, onUp);
}
function onDown(e:TouchEvent):void
{
switch (e.currentTarget)
{
case main.up_dpad :
Game.goingUp = true;
Game.goingDown = false;
Game.goingLeft = false;
Game.goingRight = false;
main._Direction.x = 0;
main._Direction.y = Game.upWalkspeed;
if (Game.player1)
{
if (P1UAnim_mc != null)
{
}
else
{
var P1UAnim_mc:MovieClip = new mc_P1UAnim();
addChild(P1UAnim_mc);
}
}
else if (Game.player2)
{
if (P2UAnim_mc != null)
{
}
else
{
var P2UAnim_mc:MovieClip = new mc_P2UAnim();
addChild(P2UAnim_mc);
}
}
break;
case main.down_dpad :
Game.goingUp = false;
Game.goingDown = true;
Game.goingLeft = false;
Game.goingRight = false;
main._Direction.x = 0;
main._Direction.y = Game.downWalkspeed;
if (Game.player1)
{
if (P1DAnim_mc != null)
{
}
else
{
var P1DAnim_mc:MovieClip = new mc_P1DAnim();
addChild(P1DAnim_mc);
}
}
else if (Game.player2)
{
if (P2DAnim_mc != null)
{
}
else
{
var P2DAnim_mc:MovieClip = new mc_P2DAnim();
addChild(P2DAnim_mc);
}
}
break;
case main.left_dpad :
Game.goingUp = false;
Game.goingDown = false;
Game.goingLeft = true;
Game.goingRight = false;
main._Direction.x = Game.leftWalkspeed;
main._Direction.y = 0;
if (Game.player1)
{
if (P1LAnim_mc != null)
{
}
else
{
var P1LAnim_mc:MovieClip = new mc_P1LAnim();
addChild(P1LAnim_mc);
}
}
else if (Game.player2)
{
if (P2LAnim_mc != null)
{
}
else
{
var P2LAnim_mc:MovieClip = new mc_P2LAnim();
addChild(P2LAnim_mc);
}
}
break;
case main.right_dpad :
Game.goingUp = false;
Game.goingDown = false;
Game.goingLeft = false;
Game.goingRight = true;
main._Direction.x = Game.rightWalkspeed;
main._Direction.y = 0;
if (Game.player1)
{
if (P1RAnim_mc != null)
{
}
else
{
var P1RAnim_mc:MovieClip = new mc_P1RAnim();
addChild(P1RAnim_mc);
}
}
else if (Game.player2)
{
if (P2RAnim_mc != null)
{
}
else
{
var P2RAnim_mc:MovieClip = new mc_P2RAnim();
addChild(P2RAnim_mc);
}
}
break;
}
if (! Game.inMotion)
{
Game.inMotion = true;
addEventListener(Event.ENTER_FRAME, onFrame);
}
}
function onFrame(e:Event)
{
movePlayer(main._Direction.x, main._Direction.y);
}
function onUp(e:TouchEvent):void
{
removeEventListener(Event.ENTER_FRAME, onFrame);
Game.goingUp = false;
Game.goingDown = false;
Game.goingLeft = false;
Game.goingRight = false;
Game.inMotion = false;
main._Direction.x = 0;
main._Direction.y = 0;
}
function movePlayer(movementX:Number, movementY:Number):void
{
var originalX:Number = Game.playerPosKeeper_mc.x;
var originalY:Number = Game.playerPosKeeper_mc.y;
Game.playerPosKeeper_mc.x += movementX;
if (checkCollision())
{
Game.playerPosKeeper_mc.x = originalX;
}
Game.playerPosKeeper_mc.y += movementY;
if (checkCollision())
{
Game.playerPosKeeper_mc.y = originalY;
}
}
function checkCollision():Boolean
{
for each (var StageCollisions:MovieClip in main.StageCollisions)
{
if (Game.playerPosKeeper_mc.hitTestObject(StageCollisions))
{
return true;
Game.inMotion = false;
}
}
return false;
}
}
}
}
编辑:
以下是我的动作:
有一个动画片段绑定到播放器的坐标。这就是动画设置其x和y坐标的原因。 如果玩家开始移动,则inMotion变量变为true,这意味着玩家正在移动。 玩家进入的方向的变量也将改变(如果他向左移动,则goLeft = true)
如果玩家遇到某些东西,或者让我们在DPAD上指示方向,那么inMotion就是假的。
这样做可以在适当的时间将动画添加到舞台上,并在适当的时间进行动画处理。 例如:
我按左DPAD
inMotion = true,goingLeft = true
如果舞台上没有左侧动画,请将其添加到舞台上。
左侧动画检测到变量会相应地响应它们: inMotion&& goingLeft 向左移动方向 !inMotion&& !goingLeft 然后闲着,不要动画 inMotion&& !goingLeft 在另一个方向移动,删除动画
我向右按DPAD 遵循上面提到的相同周期
这确保在正确的时间播放正确的动画,并且此代码可能比 它必须是,但这实际上显示了我在代码中所知道的限制。
答案 0 :(得分:0)
只要看到2个看起来相似的代码块,就知道代码是错误的:https://en.wikipedia.org/wiki/Duplicate_code。公式 less code = better 始终是正确的。
空代码块会降低可读性:
// Bad.
if (condition)
{
}
else
{
// some code
}
// Good.
if (!condition)
{
// some code
}
您还可以将多个条件叠加到一个 if 的情况下,逻辑和&&逻辑或 ||除非它变得不可读:
// Bad.
if (conditiona)
{
if (conditionb)
{
if (conditionc)
{
}
else
{
// some code
}
}
}
// Better.
if (conditiona && conditionb && !conditionc)
{
// some code
}
如果你的目标是分配一个变量,而不是如果的攻击,你就可以使用一个ternar运算符。同样,除非可读性下降:
var foo:*;
// Block of ifs.
if (conditiona)
{
foo = 1;
}
else if (conditionb)
{
foo = 2;
}
// Ternar assignment.
var foo:* = conditiona? 1: conditionb? 2: foo;
// Ternar assignment in a more readable form.
var foo:* = conditiona? 1: (conditionb? 2: foo);
因此,您的代码应用了上述所有内容:
function setDirection(tox:Number, toy:Number):void
{
Game.goingUp = (toy < 0);
Game.goingDown = (toy > 0);
Game.goingLeft = (tox < 0);
Game.goingRight = (tox > 0);
main._Direction.y = Game.goingUp ? Game.upWalkspeed : Game.goingDown ? Game.downWalkspeed : 0;
main._Direction.x = Game.goingLeft? Game.leftWalkspeed: Game.goingRight? Game.rightWalkspeed: 0;
}
function onDown(e:TouchEvent):void
{
if (Game.player1 && !P1UAnim_mc)
{
var P1UAnim_mc:MovieClip = new mc_P1UAnim();
addChild(P1UAnim_mc);
}
if (Game.player2 && !P2UAnim_mc)
{
var P2UAnim_mc:MovieClip = new mc_P2UAnim();
addChild(P2UAnim_mc);
}
switch (e.currentTarget)
{
case main.up_dpad :
setDirection(0,-1);
break;
case main.down_dpad :
setDirection(0,1);
break;
case main.left_dpad :
setDirection(-1,0);
break;
case main.right_dpad :
setDirection(1,0);
break;
}
if (!Game.inMotion)
{
Game.inMotion = true;
addEventListener(Event.ENTER_FRAME, onFrame);
}
}
您还可以通过在Flash IDE(Animate或CS6或其中的任何一个)中设计UI来节省编程UI布局。您在库中设计MovieClip,以便它在正确的位置具有您需要的所有接口。您需要评估的所有UI元素都必须具有实例名称。然后为这个MovieClip创建一个类:
package
{
public class Layout extends MovieClip
{
// Left, Right, Up and Down are instance names of the objects
// in your designed MovieClip. Their accessors must be public.
// Also you should understand what classes they should be:
// SimpleButton for button object, TextField or TLFTextField
// for texts, MovieClip or Sprite for containers.
public var Left :SimpleButton;
public var Right:SimpleButton;
public var Up :SimpleButton;
public var Down :SimpleButton;
// Then if you set everything right you can access then
// in the class constructor with no need to create them
// or set them up as they are already in their places by design.
function Layout()
{
super();
Left.addEventListener(...);
}
}
}