好的,我有一个在鼠标点击时移动的character_mc,一个logtxt dyanamic文本框和一个名为$ box的mc。相机跟随角色,当日志和$框保持不变时。
我希望他们留在舞台上的同一点(意思是我希望他们留在相机的同一个地方)我想知道我会为此做些什么?我试图把它们放在一个电影剪辑中,但它并没有像它的效果一样好,所以我放弃了这个想法。
下面是代码:
package {
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.display.Stage;
public class Main extends MovieClip {
// player
public var characterEndMC:MovieClip = new charEndMC();
//box
private var boxAmount:Number=0;
private var boxLimit:Number=20;
private var _root:Object;
//$txt
public var money:int=0;
public var gold:int=0;
//$$
public var testnumber:Number=1;
//enemy1
private var e01Amount:Number=0;
private var e01Limit:Number=2;
public function Main() {
$box.click$.move$.buttonMode=true;
$box.click$.clickmini$.buttonMode=true;
character_mc["charAngle"]=0;
character_mc["moveX"]=0;
character_mc["moveY"]=0;
character_mc["walkSpeed"]=7;
stage.addEventListener(MouseEvent.CLICK, charMove);
//box add listener
addEventListener(Event.ENTER_FRAME, eFrame);
//moneybox
$box.click$.move$.addEventListener(MouseEvent.MOUSE_DOWN, startmoving$);
$box.click$.move$.addEventListener(MouseEvent.MOUSE_UP, stopmoving$);
$box.click$.clickmini$.addEventListener(MouseEvent.CLICK, c$mini);
}
public function charLoop(event:Event) {
if (character_mc.hitTestPoint(character_mc["charEnd"].x,character_mc["charEnd"].y,true)) {
character_mc["moveX"]=0;
character_mc["moveY"]=0;
this.removeChild(character_mc["charEnd"]);
character_mc.removeEventListener(Event.ENTER_FRAME, charLoop);
}
for (var i:int = 0; i < this.numChildren; i++) {
this.getChildAt(i).x-=character_mc["moveX"];
this.getChildAt(i).y-=character_mc["moveY"];
}
character_mc.x+=character_mc["moveX"]+.05;
character_mc.y+=character_mc["moveY"]+.05;
}
public function lookAtMouse() {
var characterMC:MovieClip=character_mc;
characterMC["charAngle"] = Math.atan2(this.mouseY - characterMC.y, this.mouseX - characterMC.x) / (Math.PI / 180);
characterMC.rotation=characterMC["charAngle"];
}
public function charMove(event:MouseEvent) {
lookAtMouse();
this.addChild(characterEndMC);
characterEndMC.x=this.mouseX;
characterEndMC.y=this.mouseY;
character_mc["charEnd"]=characterEndMC;
character_mc["charEnd"].visible = false;
character_mc["moveX"]=Math.cos(character_mc["charAngle"]*Math.PI/180)*character_mc["walkSpeed"];
character_mc["moveY"]=Math.sin(character_mc["charAngle"]*Math.PI/180)*character_mc["walkSpeed"];
character_mc.addEventListener(Event.ENTER_FRAME, charLoop);
}
//boxadding
private function eFrame(event:Event):void {
if (boxAmount<boxLimit) {
boxAmount++;
var _box:Box=new Box ;
_box.addEventListener(MouseEvent.CLICK,boxclick);
_box.buttonMode=true;
_box.y=Math.random()* (1000 + _box.height/2);
_box.x=Math.random()* (1000 + _box.width/2);
addChild(_box);
}
if (e01Amount<e01Limit) {
e01Amount++;
var Enemy1:enemy01=new enemy01 ;
Enemy1.addEventListener(MouseEvent.CLICK, en01click);
Enemy1.buttonMode=true;
Enemy1.y=Math.random()*stage.stageHeight;
Enemy1.x=Math.random()*stage.stageWidth;
addChild(Enemy1);
}
}
public function boxclick(event:MouseEvent):void {
var _box:Box=event.currentTarget as Box;
logtxt.appendText("You collected " + testnumber + " boxes" + "\n" );
character_mc["moveX"] = _box.y + 40 + (height / 2);
character_mc["moveY"]=_box.x;
logtxt.scrollV=logtxt.maxScrollV;
var randVal$:Number=Math.random();
if (randVal$>=0.49) {
money+=100;
} else if (randVal$ <= 0.50 && randVal$ >= 0.15) {
money+=200;
} else if (randVal$ <= 0.14 && randVal$ >= 0.02) {
gold+=10;
} else if (randVal$ == 0.01) {
money+=200;
gold+=20;
}
testnumber++;
boxAmount--;
$box.box$in.box$insins.Moneytxt.text=String(money);
$box.box$in.box$insins.Goldtxt.text=String(gold);
removeChild(_box);
}
private function startmoving$(event:MouseEvent):void {
$box.startDrag();
}
private function stopmoving$(event:MouseEvent):void {
$box.stopDrag();
}
private function c$mini(event:MouseEvent):void {
$box.click$.move$.visible=false;
$box.box$in.visible=false;
$box.y=200;
$box.x=100;
$box.click$.clickmini$.addEventListener(MouseEvent.CLICK, reclickbox$);
$box.click$.clickmini$.removeEventListener(MouseEvent.CLICK, c$mini);
}
private function reclickbox$(event:MouseEvent):void {
$box.click$.clickmini$.addEventListener(MouseEvent.CLICK, c$mini);
$box.click$.clickmini$.removeEventListener(MouseEvent.CLICK, reclickbox$);
$box.y=70;
$box.x=250;
$box.click$.move$.visible=true;
$box.box$in.visible=true;
}
public function scroll_text( n:Number ) {
logtxt.scrollV = Math.round( ( logtxt.maxScrollV - 1 ) * n ) + 1;
}
public function en01click(event:MouseEvent) {
}
}
}
答案 0 :(得分:1)
您可以做的是使用Sprites将所有相关对象放在他们自己的图层上。
在你的例子中理解你在做什么有点困难但是这里 您可以做的快速示例:
// Add all your game related objects to this Sprite - characters, enemies etc.
private var cameraContainer:Sprite = new Sprite
// Add all your hud objects to this Sprite - logtxt, $box etc.
private var hudContainer:Sprite = new Sprite();
public function Main() {
cameraContainer.addChild(character_mc);
cameraContainer.addChild(enemy01);
cameraContainer.addChild(enemy02);
...
hudContainer.addChild(logtxt);
hudContainer.addChild($box);
}
public function charLoop(event:Event) {
// Here you should not move all the objects relative to the player but instead
// move the player and then move the camera relative to the player
character_mc.x += character_mc['moveX'];
character_mc.y += character_mc['moveY'];
// Reposition the camera and everything else will move
// - Add half the screen size to centre the player on the screen
cameraContainer.x = -character_mc.x + halfScreenWidth;
cameraContainer.y = -character_mc.y + halfScreenHeight;
}