AS3 - 相对于角度移动Array对象

时间:2017-11-30 17:32:15

标签: arrays actionscript-3 math actionscript angle

我正在创造一个游戏,我需要以一定的速度将船只移向他们所面对的角度。我已经使用这个代码在游戏中的其他地方移动奇异的船只,但我认为在阵列中使用它们有复杂的事情。

任何帮助都将不胜感激。

var ship1 = this.addChild(new Ship());
var ship2 = this.addChild(new Ship());
var ship3 = this.addChild(new Ship());
var ship4 = this.addChild(new Ship());

var shipSpeed1 = 10;

var shipArray: Array = [];

shipArray.push(ship1, ship2, ship3, ship4);

for (var i: int = 0; i < shipArray.length; i++) { 
var randomX: Number = Math.random() * stage.stageHeight;
var randomY: Number = Math.random() * stage.stageHeight;

shipArray[i].x = randomX;
shipArray[i].y = randomY;

shipArray[i].rotation = 90;

shipArray[i].x += Math.sin(shipArray[i].rotation * (Math.PI / 180)) * shipSpeed1;
shipArray[i].y -= Math.cos(shipArray[i].rotation * (Math.PI / 180)) * shipSpeed1;

}

我也将此包含在同一个功能中,但我也无法使用它。我再一次有这个工作

if (shipArray[i].x < 0) { //This allows the boat to leave the scene and 
enter on the other side.
    shipArray[i].x = 750;
}
if (shipArray[i].x > 750) {
    shipArray[i].x = 0;
}
if (shipArray[i].y < 0) {
    shipArray[i].y = 600;
}
if (shipArray[i].y > 600) {
    shipArray[i].y = 0;
}

1 个答案:

答案 0 :(得分:0)

首先,您需要将代码分为 spawn / initialization 阶段和更新阶段。

如下所示:

var shipArray: Array = [];

//spawn and set initial values (first phase)
//spawn 4 new ships
var i:int;
for(i=0;i<4;i++){
    //instantiate the new ship
    var ship:Ship = new Ship();
    //add it to the array
    shipArray.push(ship);

    //set it's initial x/y value
    ship.x = Math.random() * (stage.stageWidth - ship.width);
    ship.y = Math.random() * (stage.stageHeight - ship.height);

    //set it's initial rotation
    ship.rotation = Math.round(Math.random() * 360);

    //set the ships speed (dynamic property)
    ship.speed = 10;

    //add the new ship to the display
    addChild(ship);
}

//NEXT, add an enter frame listener that runs an update function every frame tick of the application
this.addEventListener(Event.ENTER_FRAME, gameUpdate);

function gameUpdate(e:Event):void {
    //loop through each ship in the array
    for (var i: int = 0; i < shipArray.length; i++) { 
        //move it the direction it's rotated, the amount of it's speed property
        shipArray[i].x += Math.sin(shipArray[i].rotation * (Math.PI / 180)) * shipArray[i].speed;
        shipArray[i].y -= Math.cos(shipArray[i].rotation * (Math.PI / 180)) * shipArray[i].speed;
    }
}