如何制作假抛效果?

时间:2011-06-22 00:29:42

标签: actionscript-3

我正在学习AS3,我正在努力建立一个小小的互动,我可以在舞台上抛出一个正方形。它只需要保持在x轴上,向左或向右抛出。

我找到了很多涉及物理学的教程。我不需要那么复杂的东西。有了我的,只要你点击广场然后扔一点,无论投掷动作有多难,广场将永远被抛出舞台,取决于你的鼠标的方向。

我有一种想法在脑海中可以通过动画片段中的补间来完成“投掷”的感觉(因为它只需要向左或向右),这将根据方向的不同而激活。老鼠。

如果这是一个基本问题我很抱歉,我不知道如何开始。请帮忙!

1 个答案:

答案 0 :(得分:1)

尝试将此作为要抛出的对象的基类。

package
{
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;

    public class ThrowableObject extends Sprite
    {
        // properties
        public var yv:Number = 0;
        public var xv:Number = 0;

        private var _grabbed:Boolean = false;
        private var _gy:int = 0;
        private var _gx:int = 0;

        private var ox:int = 0;
        private var oy:int = 0;

        /**
         * Constructor
         */
        public function ThrowableObject()
        {
            addEventListener(Event.ADDED_TO_STAGE, _init);
        }

        /**
         * Called on dispatch of Event.ADDED_TO_STAGE
         * @param e Event.ADDED_TO_STAGE
         */
        private function _init(e:Event):void
        {
            addEventListener(Event.ENTER_FRAME, _handle);
            addEventListener(MouseEvent.MOUSE_DOWN, _handleClick);
            stage.addEventListener(MouseEvent.MOUSE_UP, _handleRelease);
        }

        /**
         * Called on dispatch of Event.ENTER_FRAME
         * @param e Event.ENTER_FRAME
         */
        private function _handle(e:Event):void
        {
            ox = x;
            oy = y;

            if(_grabbed)
            {
                x = parent.mouseX - _gx;
                y = parent.mouseY - _gy;
            }
            else
            {
                x += xv;
                y += yv;
            }
        }

        /**
         * Called on dispatch of MouseEvent.MOUSE_DOWN
         * @param e MouseEvent.MOUSE_DOWN
         */
        private function _handleClick(e:MouseEvent):void
        {
            grabbed = true;
            parent.addChild(this);
        }

        /**
         * Called on dispatch of MouseEvent.MOUSE_UP
         * @param e MouseEvent.MOUSE_UP
         */
        private function _handleRelease(e:MouseEvent):void
        {
            grabbed = false;
        }

        /**
         * Sets grabbed
         * @param val Boolean representing value to set grabbed as
         */
        protected function set grabbed(bool:Boolean):void
        {
            _grabbed = bool;

            if(_grabbed)
            {
                _gx = mouseX;
                _gy = mouseY;
            }
            else
            {
                xv = x - ox;
                yv = y - oy;
            }
        }
    }
}