我遇到了让敌人出现的问题,这是我可以让游戏完全发挥作用的最后一段时间。
这应该是一次性的,最初的计划是让敌人产生,但我为敌人设计的坐标没有用。
我将使用.as
附加主代码和敌人actionscript3
文件。
// MAIN TIME LINE CODE
import flash.events.Event;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
//buttong pressing
var leftBumping:Boolean = false;
var rightBumping:Boolean = false;
var upBumping:Boolean = false;
var downBumping:Boolean = false;
// collision variables
var leftBumpPoint:Point = new Point(-30, -55);
var rightBumpPoint:Point = new Point(30, -55);
var upBumpPoint:Point = new Point(0, -120);
var downBumpPoint:Point = new Point(0, 0);
// character collision
var gravityConstant:Number = 1.5;
var jumpConstant:Number = - 35;
var maxSpeedConstant:Number = 18;
//jumping
var animationState:String = "idle";
// for the animation
var bulletList:Array = new Array();
var enemyList:Array = new Array();
var currentLevel:int = 1;
var scrollX:Number = 0;
var scrollY:Number = 500;
//parralax
var xSpeed:Number = 0;
var ySpeed:Number = 0;
// speeeeeed
var speedConstant:int = 5;
var friction:Number = 0.9;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, loop);
addEnemiesToLevel1();
function addEnemiesToLevel1():void {
addEnemy(340, 390);
/* addEnemy(900, -490);
addEnemy(2005, -115);
addEnemy(1225, -875);*/
//adds an enemy
}
function loop(e:Event):void{
if(back.hitTestPoint(player.x + leftBumpPoint.x, player.y + leftBumpPoint.y, true)){
trace("leftBumping");
leftBumping = true;
} else {
leftBumping = false;
}
if(back.hitTestPoint(player.x + rightBumpPoint.x, player.y + rightBumpPoint.y, true)){
trace("rightBumping");
rightBumping = true;
} else {
rightBumping = false;
}
if(back.hitTestPoint(player.x + upBumpPoint.x, player.y + upBumpPoint.y, true)){
trace("upBumping");
upBumping = true;
} else {
upBumping = false;
}
if(back.hitTestPoint(player.x + downBumpPoint.x, player.y + downBumpPoint.y, true)){
trace("downBumping");
downBumping = true;
} else {
downBumping = false;
}
if(leftPressed){
xSpeed -= speedConstant;
/*player.x -= xSpeed;*/
player.scaleX = -1;
trace("fff");
} else if(rightPressed) {
xSpeed += speedConstant;
/*player.x += xSpeed;*/
player.scaleX = 1;
// player movement left and right
}
/*player.scaleX = 1;*/ // copy in case
/*if(upPressed){
ySpeed -= speedConstant;
} else if(downPressed){
ySpeed += speedConstant;
}*/
if(leftBumping){
if(xSpeed < 0){
xSpeed *= -0.5;
}
}
if(rightBumping){
if(xSpeed > 0){
xSpeed *= -0.5;
}
}
if(upBumping){
if(ySpeed < 0){
ySpeed *= -0.5;
}
} ////BUMPING
if(downBumping){ //if touching the floor
if(ySpeed > 0){
ySpeed = 0;
trace("1")
}
if(upPressed) { //y speed to jump constant
ySpeed = jumpConstant;
trace("2");
}
} else { // if not touching the floor
ySpeed += gravityConstant; // moves downward
trace("portobello");
}
if(xSpeed > maxSpeedConstant) { // lettin you move right
xSpeed = maxSpeedConstant;
} else if(xSpeed < (maxSpeedConstant * -1)) { // leting you move left
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 = "running";
} else if(downBumping) {
animationState = "idle";
} else {
animationState = "jumping";
}
if (player.currentLabel != animationState) {
player.gotoAndStop(animationState);
}
}
if (player.currentLabel != animationState) {
player.gotoAndStop(animationState);
}
if (enemyList.length > 0) // if there are any enemies left in the enemyList
{
for (var i:int = 0; i < enemyList.length; i++) // for each enemy in the enemyList
{
if (bulletList.length > 0) // if there are any bullets alive
{
for (var j:int = 0; j < bulletList.length; j++) // for each bullet in the bulletList
{
if ( enemyList[i].hitTestObject(bulletList[j]) )
{
trace("Bullet and Enemy are colliding");
enemyList[i].removeSelf();
bulletList[j].removeSelf();
}
}
}
}
}
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;
}
if(e.keyCode == Keyboard.SPACE) {
fireBullet();
}
}
function addEnemy(xLocation:int, yLocation:int): void {
var enemy:Enemy = new Enemy(xLocation, yLocation);
back.addChild(enemy);
enemy.addEventListener(Event.REMOVED, enemyRemoved);
enemyList.push(enemy);
}
function enemyRemoved(e:Event):void {
e.currentTarget.removeEventListener(Event.REMOVED, enemyRemoved);
enemyList.splice(enemyList.indexOf(e.currentTarget), 1);
}
function fireBullet():void {
var playerDirection:String;
if(player.scaleX < 0) {
playerDirection = "left";
} else if(player.scaleX > 0) {
playerDirection = "right";
}
var bullet:Bullet = new Bullet(player.x, player.y, playerDirection);
stage.addChild(bullet);
// firing direction
}
function bulletRemoved(e:Event):void
{
e.currentTarget.removeEventListener(Event.REMOVED, bulletRemoved); // stops and error from occuring in the event listener
bulletList.splice(bulletList.indexOf(e.currentTarget), 1); // removes a bullet from the list
}
敌人 .as 文件:
package {
import flash.display.MovieClip;
import flash.events.Event;
public class Enemy extends MovieClip {
public function Enemy(xLocation:int, yLocation:int) {
// constructor code
x = xLocation;
y = yLocation;
addEventListener(Event.ENTER_FRAME, loop);
}
public function loop(e:Event):void {
//looping code
}
public function removeSelf():void {
trace("remove self");
removeEventListener(Event.ENTER_FRAME, loop); //stops the loop
this.parent.removeChild(this); // tell this objects "parent object" to remove said object
}
}
}