好吧,所以我一直在创建教程的塔防游戏。我完成了教程,它运行良好,但我无法弄清楚如何建立它。所以我从头开始,建造了更多的塔楼和第二个敌人,但问题在于它在第一级工作,但在第二级则没有。我一直在这工作几个小时,我还没有找到任何东西。所以我问,如果有人可以给我一个教程或任何可能对as3阵列和塔防游戏的帮助,它是一种很多代码,所以我现在不会发布它,除非你真的需要它as3中的塔防游戏添加敌人
继承人教程http://www.flashgametuts.com/tutorials/as3/how-to-create-a-tower-defense-game-in-as3-part-1/
stop();
//othervariables
var money:int=100;//how much money the player has to spend on turrets
var lives:int=20;//how many lives the player has
//lvlarray
var S:String = 'START';
var F:String = 'FINISH';
var U:String = 'UP';
var R:String = 'RIGHT';
var D:String = 'DOWN';
var L:String = 'LEFT';
var startDir:String;//the direction the enemies go when they enter
var finDir:String;//the direction the enemies go when they exit
var startCoord:int;//the coordinates of the beginning of the road
var lvlArray:Array = new Array();//this array will hold the formatting of the roads
lvlArray = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,R,1,1,D,0,0,R,1,1,D,0,0,R,1,1,D,0,0,
0,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,
0,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,
S,D,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,R,1,F,
0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,0,0,0,
0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,0,0,0,
0,R,1,1,U,0,0,R,1,1,U,0,0,R,1,1,U,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
];
//enemy1array
var currentLvl:int = 1;
var gameOver:Boolean = false;
var currentEnemy:int = 0;//the current enemy that we're creating from the array
var enemyTime:int = 0;//how many frames have elapsed since the last enemy was created
var enemyLimit:int = 12;//how many frames are allowed before another enemy is created
var enemyArray:Array = new Array();//this array will tell the function when to create an enemy
var enemiesLeft:int;//how many enemies are left on the field
enemyArray = [//defining the array
[2,2,1,1,1],//1's will just represent an enemy to be created
[1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],//another row means another level
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
function startGame():void{//we'll run this function every time a new level begins
for(var i:int=0;i<enemyArray[currentLvl-1].length;i++){
if(enemyArray[currentLvl-1][i] == 1){
enemiesLeft ++;
}
}
}
//enemy2array
var currentEnemy2:int = 0;//the current enemy that we're creating from the array
var enemy2Time:int = 0;//how many frames have elapsed since the last enemy was created
var enemy2Limit:int = 15;//how many frames are allowed before another enemy is created
function start2Game():void{//we'll run this function every time a new level begins
for(var i:int=0;i<enemyArray[currentLvl-1].length;i++){
if(enemyArray[currentLvl-1][i] == 1){
enemiesLeft ++;
}
}
}
//lvlcreate
var roadHolder:Sprite = new Sprite();//create an object that will hold all parts of the road
addChild(roadHolder);//add it to the stage
function makeRoad():void{
var row:int = 0;//the current row we're working on
var block;//this will act as the block that we're placing down
for(var i:int=0;i<lvlArray.length;i++){//creating a loop that'll go through the level array
if(lvlArray[i] == 0){//if the current index is set to 0
block = new EmptyBlock();//create a gray empty block
block.graphics.beginFill(0x333333);
block.graphics.drawRect(0,0,25,25);
block.graphics.endFill();
addChild(block);
//and set the coordinates to be relative to the place in the array
block.x= (i-row*22)*25;
block.y = row*25;
} else if(lvlArray[i] == 1){//if there is supposed to be a row
//just add a box that will be a darker color and won't have any actions
block = new Shape();
block.graphics.beginFill(0x111111);
block.graphics.drawRect(0,0,25,25);
block.graphics.endFill();
block.x= (i-row*22)*25;
block.y = row*25;
roadHolder.addChild(block);//add it to the roadHolder
} else if(lvlArray[i] is String){//if it's a string, meaning a special block
//then create a special block
block = new DirectBlock(lvlArray[i],(i-row*22)*25,row*25);
addChild(block);
}
for(var c:int = 1;c<=16;c++){
if(i == c*22-1){
//if 22 columns have gone by, then we move onto the next row
row++;
}
}
}
}
//towers
function makeTurret(xValue:int,yValue:int):void{//this will need to be told the x and y values
var turret:Turret = new Turret();//creating a variable to hold the Turret
//changing the coordinates
turret.x = xValue+12.5;
turret.y = yValue+12.5;
addChild(turret);//add it to the stage
}
function makeTurret2(xValue:int,yValue:int):void{//this will need to be told the x and y values
var turret2:Turret2 = new Turret2();//creating a variable to hold the Turrettwo
//changing the coordinates
turret2.x = xValue+12.5;
turret2.y = yValue+12.5;
addChild(turret2);//add it to the stage
}
//enemy1
addEventListener(Event.ENTER_FRAME, eFrame);//adding an eFrame function
function eFrame(e:Event):void{
//if there aren't any levels left
if(currentLvl > enemyArray.length){
gameOver=true;//set the game to be over
//reset all the stats
currentLvl = 1;
currentEnemy = 0;
enemyTime = 0;
enemyLimit = 12;
enemiesLeft = 0;
removeEventListener(Event.ENTER_FRAME, eFrame);//remove this listener
removeChild(roadHolder);//remove the pieces of road
gotoAndStop('win');//go to the win frame
}
if(lives<=0){//if the user runs out of lives
gameOver=true;//set the game to be over
//reset all the stats
currentLvl = 1;
currentEnemy = 0;
enemyTime = 0;
enemyLimit = 12;
enemiesLeft = 0;
removeEventListener(Event.ENTER_FRAME, eFrame);//remove this listener
removeChild(roadHolder);//remove the pieces of road
gotoAndStop('lose');//go to the lose frame
}
makeEnemies();//we'll just make some enemies
if(enemiesLeft==0){//if there are no more enemies left
currentLvl ++;//continue to the next level
currentEnemy = 0;//reset the amount of enemies there are
start2Game();
startGame();//restart the game
}
//Updating the text fields
txtLevel.text = 'Level '+currentLvl;
txtMoney.text = '$'+money;
txtLives.text = 'Lives: '+lives;
txtEnemiesLeft.text = 'Enemies Left: '+enemiesLeft;
}
function makeEnemies():void{//this function will add enemies to the field
if(enemyTime < enemyLimit){//if it isn't time to make them yet
enemyTime ++;//then keep on waiting
} else {//otherwise
var theCode:int = enemyArray[currentLvl-1][currentEnemy];//get the code from the array
if(theCode == 2){//if it's set as 1
var newEnemy:Enemy = new Enemy();//then create a new enemy
enemyHolder.addChild(newEnemy);//and add it to the enemyholder
}
currentEnemy ++;//move on to the next enemy
enemyTime = 0;//and reset the time
}
}
//enemy2
addEventListener(Event.ENTER_FRAME, e2Frame);//adding an eFrame function
function e2Frame(e:Event):void{
//if there aren't any levels left
if(currentLvl > enemyArray.length){
gameOver=true;//set the game to be over
//reset all the stats
currentLvl = 1;
currentEnemy2 = 0;
enemy2Time = 0;
enemy2Limit = 12;
enemiesLeft = 0;
removeEventListener(Event.ENTER_FRAME, eFrame);//remove this listener
removeChild(roadHolder);//remove the pieces of road
gotoAndStop('win');//go to the win frame
}
if(lives<=0){//if the user runs out of lives
gameOver=true;//set the game to be over
//reset all the stats
currentLvl = 1;
currentEnemy2 = 0;
enemy2Time = 0;
enemy2Limit = 12;
enemiesLeft = 0;
removeEventListener(Event.ENTER_FRAME, e2Frame);//remove this listener
removeChild(roadHolder);//remove the pieces of road
gotoAndStop('lose');//go to the lose frame
}
makeEnemies2();//we'll just make some enemies
if(enemiesLeft==0){//if there are no more enemies left
currentLvl ++;//continue to the next level
currentEnemy2 = 0;//reset the amount of enemies there are
start2Game();
startGame();//restart the game
}
//Updating the text fields
txtLevel.text = 'Level '+currentLvl;
txtMoney.text = '$'+money;
txtLives.text = 'Lives: '+lives;
txtEnemiesLeft.text = 'Enemies Left: '+enemiesLeft;
}
function makeEnemies2():void{//this function will add enemies to the field
if(enemy2Time < enemy2Limit){//if it isn't time to make them yet
enemy2Time ++;//then keep on waiting
} else {//otherwise
var theCode:int = enemyArray[currentLvl-1][currentEnemy2];//get the code from the array
if(theCode == 2){//if it's set as 1
var newEnemy2:Enemy2 = new Enemy2();//then create a new enemy
enemyHolder.addChild(newEnemy2);//and add it to the enemyholder
}
currentEnemy2 ++;//move on to the next enemy
enemy2Time = 0;//and reset the time
}
}
//other
//run these functions at the start
makeRoad();
var enemyHolder:Sprite = new Sprite();
addChild(enemyHolder);
startGame();
start2Game();
在游戏开发中最困难的事情之一就是确保**没有**被留在/从上一级溢出。最好的办法是有一个关卡类,它包含所有敌人和东西的数组,并且包含'dispose()'函数或类似的东西。每当您编写将数据添加到关卡的代码时,请确保更新'dispose()'函数以删除此信息。 – Marty
我想我有那个但是...... – Thor625
是的,这很痛苦。可以自己做一些正义的东西来看待为你处理这些东西的游戏引擎,比如PushButton。由于我使用自己的引擎,所以并没有多少关注它,但显然它确实不错:http:// pushbuttonengine。com/ – Marty