我有一个非常简单的射手的例子。但它在AS2上。这里的来源:从AS2到AS3的游戏转换
speed = 4;
depth = 0;
nose = 50;
_root.onMouseMove = function() {
updateAfterEvent();
xdiff = _root._xmouse-spaceShip._x;
ydiff = _root._ymouse-spaceShip._y;
angle = Math.atan2(ydiff, xdiff);
angle = angle*180/Math.PI;
spaceShip._rotation = angle;
};
_root.onMouseDown = function() {
angle = spaceShip._rotation;
angle = angle*Math.PI/180;
++depth;
name = "projectile"+depth;
_root.attachMovie("projectile", name, depth);
//projectile - it is bullet
_root[name]._x = spaceShip._x+nose*Math.cos(angle);
_root[name]._y = spaceShip._y+nose*Math.sin(angle);
_root[name].xmov = speed*Math.cos(angle);
_root[name].ymov = speed*Math.sin(angle);
_root[name].onEnterFrame = function() {
this._x += this.xmov;
this._y += this.ymov;
};
};
我想要做的一样,但在as3。
我试图转换。以下是我有:PS - 我是新手,请不要生气代码如下:)
var nose=55;
var angle;
var acc=1;
Mouse.hide();
stage.addEventListener(MouseEvent.MOUSE_MOVE, cursor);
function cursor(e:MouseEvent):void {
cross.x=mouseX;
cross.y=mouseY;
}
stage.addEventListener(Event.ENTER_FRAME, rotation2);
function rotation2(event:Event):void {
var xdiff=mouseX-spaceShip.x;
var ydiff=mouseY-spaceShip.y;
angle=Math.atan2(ydiff,xdiff);
angle=angle*180/Math.PI;
spaceShip.rotation=angle;
}
stage.addEventListener(MouseEvent.CLICK, shoot);
function shoot(event:MouseEvent):void {
angle = spaceShip.rotation;
angle = angle*Math.PI/180;
bullet.x=spaceShip.x+nose*Math.cos(angle);
bullet.y=spaceShip.y+nose*Math.sin(angle);
var xmov=acc*Math.cos(angle);
var ymov=acc*Math.sin(angle);
stage.addEventListener(Event.ENTER_FRAME, action);
function action(event:Event):void {
bullet.x+=xmov;
bullet.y+=xmov;
}
}
- 出现子弹,但只有一次,并且在正确的道路上不动了。
- 如何做到这一点将是很多子弹,如上面的例子?
您可能想要阅读: http://stackoverflow.com/questions/10737096/migrating-from-as2-to-as3/10738377 –