2012-04-12 56 views
2

我正在尝试制作一个“Achtung!die kurve” - 就像Actionscript 3.0中的游戏一样。从fla文件到actionscript 3.0中的类

到目前为止,我已经完成了“蠕虫”之一的运动,并且它工作正常。

我想分成不同的类文件,但我似乎无法得到它的工作。 我有一个.fla文件和4个.as文件。到目前为止,我只有其中两个代码。当我将所有代码直接放入fla文件中时,它的工作状况非常好,但是当我将它放入我的播放器类时,它不会“添加孩子”到舞台上。

这是我的球员。至于文件:http://pastebin.com/hZSxT9cu

为什么我评论的的addChild的原因,是因为我想在我的mainFile.as

这是从主文件做到这一点:http://pastebin.com/TAwUYrTU 我我不太确定如何在主文件中调用它,所以我猜这是问题所在。

所有文件都被命名并正确放置在同一个文件夹中,并且Flash说我的每个.as文件都以.fla文件为目标,所以这似乎不是问题。

任何帮助,非常感谢。此外,如果有人知道我可以如何改变我的精灵的速度,那真是太棒了!似乎无法让这个工作。

问候 加斯帕

回答

1

看着游戏中你参考,很明显,你会需要一些碰撞检测。关于pixel-level collision detection的本教程可能对您的入门有所帮助。

使用您当前的设置,我可以看到提高绘图速度的唯一方法就是提高帧率。

由于目前无法访问播放器实例,因此无法将播放器实例作为子类添加到主类中。实际上,在你的播放器类中创建多个精灵是非常低效的。更有效的方法是直接在播放器实例的图形实例中绘制矩形。

我认为以下可能是您尝试做的一个很好的起点。再次,我已经收录了一些我希望能解释我在做什么的评论。

将此设为您的FLA的文档类:

package { 

    import flash.display.MovieClip; 
    import flash.events.KeyboardEvent; 
    import flash.ui.Keyboard; 

    public class MainTrink extends MovieClip { 

     // define a list of players, their color, and controls 
     // this should make it easier to vary the number of players 
     private var players:Array = [ 
      {color: 0xff0000, left: Keyboard.A, right: Keyboard.S}, 
      {color: 0x0000ff, left: Keyboard.O, right: Keyboard.P}, 
      {color: 0x00ff00, left: Keyboard.NUMBER_1, right: Keyboard.NUMBER_2}, 
      {color: 0xffff00, left: Keyboard.LEFT, right: Keyboard.RIGHT}, 
     ]; 

     public function MainTrink() { 

      var playerData:Object; 
      var player:PlayerTrink; 

      // Create a player instance for each player specified in the players array 
      for (var i:int = 0; i < players.length; i ++) 
      { 
       playerData = players[i]; 

       player = new PlayerTrink(); 
       player.color = playerData.color; 
       player.init(); 

       this.addChild(player); 

       // Add a reference to the instance back onto the players 
       // list so that we can access it easily in other methods 
       playerData.player = player; 
      } 

      // add listeners for keyboard events 
      this.stage.addEventListener(KeyboardEvent.KEY_DOWN, _onKeyDown); 
      this.stage.addEventListener(KeyboardEvent.KEY_UP, _onKeyUp); 
     } 

     private function _onKeyDown(event:KeyboardEvent):void 
     { 
      var playerData:Object; 
      var player:PlayerTrink; 

      // Check whether pressed key is a control for one of our players 
      for (var i:int = 0; i < players.length; i ++) 
      { 
       playerData = players[i]; 
       player = PlayerTrink(playerData.player); 

       if (event.keyCode == playerData.left) 
        player.leftKeyDown = true; 

       if (event.keyCode == playerData.right) 
        player.rightKeyDown = true; 
      } 
     } 

     private function _onKeyUp(event:KeyboardEvent):void 
     { 
      var playerData:Object; 
      var player:PlayerTrink; 

      for (var i:int = 0; i < players.length; i ++) 
      { 
       playerData = players[i]; 
       player = PlayerTrink(playerData.player); 

       if (event.keyCode == playerData.left) 
        player.leftKeyDown = false; 

       if (event.keyCode == playerData.right) 
        player.rightKeyDown = false; 
      } 
     } 
    } 

}

,包括在同一目录中的FLA文件:

package { 

    // Need to import other classes referenced within this class 
    import flash.display.MovieClip; 
    import flash.display.Sprite; 
    import flash.events.KeyboardEvent; 
    import flash.events.Event; 
    import flash.ui.Keyboard; 

    // By convention classes are usually named using CamelCase 
    public class PlayerTrink extends MovieClip { 

     // Move your properties out of your class constructor 
     private const TURNSPEED:Number = 0.1; 

     private var posX:Number = 50; 
     private var posY:Number = 50; 
     private var dirX:Number = 1; 
     private var dirY:Number = 1; 
     private var dir:Number = 0; 

     private var _leftKeyDown:Boolean = false; 
     private var _rightKeyDown:Boolean = false; 

     private var _color:Number; 

     public function PlayerTrink() { 
      // constructor code 
     } 

     public function init():void 
     { 
      this.addEventListener(Event.ENTER_FRAME, _onEnterFrame); 
     } 

     private function _onEnterFrame(e:Event):void { 
      if(_leftKeyDown) dir -= TURNSPEED; 
      if(_rightKeyDown) dir += TURNSPEED; 
      dirX = Math.cos(dir); 
      dirY = Math.sin(dir); 
      posX += dirX; 
      posY += dirY; 
      drawRect(posX, posY); 
     } 

     private function drawRect(x:Number, y:Number):void { 
      this.graphics.beginFill(_color); 
      this.graphics.drawRect(x, y, 4, 4); 
      this.graphics.endFill(); 
     }       

     public function set leftKeyDown(value:Boolean):void 
     { 
      _leftKeyDown = value; 
     } 

     public function set rightKeyDown(value:Boolean):void 
     { 
      _rightKeyDown = value; 
     }     

     public function set color(value:Number):void 
     { 
      _color = value; 
     }   
    } 
} 
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