帮助!!!这个as2代码给了我一个头脑麻木的头痛。有人可以帮助我将其转换为AS3。这是代码:
import flash.filters.GlowFilter;
//Settings
var maxDist:Number = 400;
var accuracy:Number = 1;
//other vars (do not edit)
var dx:Number;
var dy:Number;
var startX:Number;
var startY:Number;
var endX:Number;
var endY:Number;
var realDist:Number;
var rad:Number = Math.PI/180;
var rad2:Number = 180/Math.PI;
map_mc.createEmptyMovieClip("laser_mc", map_mc.getNextHighestDepth());
//Glow Filter
var glow:GlowFilter = new GlowFilter();
glow.color = 0xFF0000;
glow.alpha = 1;
glow.blurX = 7;
glow.blurY = 7;
glow.quality = 2;
map_mc.laser_mc.filters = new Array(glow);
/**
*
* Mouse Controls
*
*/
//create an object that we'll listen to
mouseListener = new Object();
//on Click, fire the weapon
mouseListener.onMouseDown = function() {
fireWeapon();
}
//on release, stop weapon firing
mouseListener.onMouseUp = function() {
stopWeapon();
}
//on mouse move, rotate the player
mouseListener.onMouseMove = function() {
rotatePlayer();
}
//add listener
Mouse.addListener(mouseListener);
/**
*
* Laser Weapon
*
*/
//fire weapon function - creates an onEnterFrame function to repeat updateLaser() over and over
function fireWeapon():Void
{
_root.onEnterFrame = function ():Void {
updateLaser();
}
}
//stop weapon function - deletes onEnterFrame and clears laser movieclip
function stopWeapon():Void
{
delete _root.onEnterFrame;
map_mc.laser_mc/**/.clear();
}
//Update Laser Function
function updateLaser() :Void
{
//run a loop
for (realDist=0; realDist<maxDist; realDist += accuracy)
{
//get end X&Y
endX = map_mc.player_mc._x + Math.cos(map_mc.player_mc._rotation * rad) * realDist;
endY = map_mc.player_mc._y + Math.sin(map_mc.player_mc._rotation * rad) * realDist;
//calculate hit test
if (map_mc.walls_mc.hitTest(endX, endY, true)) {
break;
}
}
//calculate the tip of the barrel (start X & Y)
startX = map_mc.player_mc._x + 15 * Math.cos(map_mc.player_mc._rotation * rad);
startY = map_mc.player_mc._y + 15 * Math.sin(map_mc.player_mc._rotation * rad);
// Clear it before we draw, so the line doesnt stay there
map_mc.laser_mc.clear();
//draw laser
map_mc.laser_mc.lineStyle(2, 0xFF0000, 75);
map_mc.laser_mc.moveTo(startX, startY);
map_mc.laser_mc.lineTo(endX, endY);
}
//rorate player towards mouse function
function rotatePlayer():Void
{
//get distance between mouse and player
dx = map_mc._xmouse-map_mc.player_mc._x;
dy = map_mc._ymouse-map_mc.player_mc._y;
//calculate rotation of player
map_mc.player_mc._rotation = Math.atan2(dy, dx)*rad2;
}
THX
答案 0 :(得分:1)
这是其中的大部分
你现在不应该得到编译错误
另外我把它清理干净了
你还必须修改你的旋转点player_mc
import flash.filters.GlowFilter;
//Settings
var maxDist:Number = 400;
var accuracy:Number = 1;
//other vars (do not edit)
var dx:Number;
var dy:Number;
var startX:Number;
var startY:Number;
var endX:Number;
var endY:Number;
var realDist:Number;
var rad:Number = Math.PI/180;
var rad2:Number = 180/Math.PI;
var laser_mc:MovieClip = new MovieClip()
map_mc.addChild(laser_mc)
//Glow Filter
var glow:GlowFilter = new GlowFilter();
glow.color = 0xFF0000;
glow.alpha = 1;
glow.blurX = 7;
glow.blurY = 7;
glow.quality = 2;
laser_mc.filters = new Array(glow);
/**
*
* Mouse Controls
*
*/
stage.addEventListener( MouseEvent.MOUSE_DOWN, fire);
//on Click, fire the weapon
function fire( e:Event ):void {
stage.addEventListener( Event.ENTER_FRAME , updateLaser)
}
stage.addEventListener( MouseEvent.MOUSE_UP, stopFire);
//on release, stop weapon firing
function stopFire( e:Event ):void {
laser_mc.graphics.clear();
stage.removeEventListener( Event.ENTER_FRAME , updateLaser)
}
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoved)
//on mouse move, rotate the player
function mouseMoved( e:Event ):void {
//get distance between mouse and player
dx = map_mc.mouseX-map_mc.player_mc.x;
dy = map_mc.mouseY-map_mc.player_mc.y;
//calculate rotation of player
map_mc.player_mc.rotation = Math.atan2(dy, dx)*rad2;
}
//Update Laser Function
function updateLaser( e:Event ):void {
//run a loop
for (realDist=0; realDist<maxDist; realDist += accuracy){
//get end X&Y
endX = map_mc.player_mc.x + Math.cos(map_mc.player_mc.rotation * rad) * realDist;
endY = map_mc.player_mc.y + Math.sin(map_mc.player_mc.rotation * rad) * realDist;
//calculate hit test
if (map_mc.walls_mc.hitTestPoint(endX,endY)) {
break;
}
}
//calculate the tip of the barrel (start X & Y)
startX = map_mc.player_mc.x + 15 * Math.cos(map_mc.player_mc.rotation * rad);
startY = map_mc.player_mc.y + 15 * Math.sin(map_mc.player_mc.rotation * rad);
//draw laser
laser_mc.graphics.clear();
laser_mc.graphics.lineStyle(2, 0xFF0000);
laser_mc.graphics.moveTo(startX, startY);
laser_mc.graphics.lineTo(endX, endY);
}