我正在AS3制作平台成型器的过程中。然而,我正在努力的一件事是如何管理斜率检测。最好是类似于像这样的游戏,类似花式裤子冒险,但id真的不喜欢使用外部的东西,如Box2D或CDK,因为这两者都让我非常困惑,而id通常更喜欢只是没有一个。我所有的尝试都存在这样的问题,即我可以使用它来处理一些斜坡,但不是所有的(例如,角色管理一个斜坡,但通过另一个斜坡下降),然后当我改变它以适应另一个斜坡时,它不适合第一个(例如,玩家管理第二斜率,但反弹并在第二下疯狂...... 因此,任何帮助,将不胜感激...... 感谢。 代码如下。AS3平台成形器坡度检测
//var setup
var leftPressed: Boolean = false;
var rightPressed: Boolean = false;
var upPressed: Boolean = false;
var downPressed: Boolean = false;
var leftBumping: Boolean = false;
var rightBumping: Boolean = false;
var upBumping: Boolean = false;
var downBumping: Boolean = false;
var lowerleftBumping: Boolean = false;
var lowerrightBumping: Boolean = false;
var leftBumpPoint: Point = new Point(-30, -87);
var rightBumpPoint: Point = new Point(30, -87);
var lowerleftBumpPoint: Point = new Point(-32, -2);
var lowerrightBumpPoint: Point = new Point(32, -2);
var upBumpPoint: Point = new Point(0, -174);
var downBumpPoint: Point = new Point(0, 0);
var scrollX: Number = -4;
var scrollY: Number = -68;
var ySpeed: Number = 0;
var xSpeed: Number = 0;
var speedConstant: int = 5;
var maxSpeedConstant: Number = 30;
var frictionConstant: Number = 0.9;
var gravityConstant: Number = 2;
var jumpConstant: Number = -45;
//game
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, loop);
function keyDownHandler(e: KeyboardEvent): void {
if (e.keyCode == Keyboard.LEFT) {
leftPressed = true;
} else if (e.keyCode == Keyboard.RIGHT) {
rightPressed = true;
} else if (e.keyCode == Keyboard.UP) {
upPressed = true;
} else if (e.keyCode == Keyboard.DOWN) {
downPressed = true;
}
}
function keyUpHandler(e: KeyboardEvent): void {
if (e.keyCode == Keyboard.LEFT) {
leftPressed = false;
} else if (e.keyCode == Keyboard.RIGHT) {
rightPressed = false;
} else if (e.keyCode == Keyboard.UP) {
upPressed = false;
} else if (e.keyCode == Keyboard.DOWN) {
downPressed = false;
}
}
function loop(e: Event): void {
if (back.hitTestPoint(player.x + leftBumpPoint.x, player.y + leftBumpPoint.y, true)) {
trace("leftBumping");
leftBumping = true;
} else {
leftBumping = false;
}
if (back.hitTestPoint(player.x + rightBumpPoint.x, player.y + rightBumpPoint.y, true)) {
trace("rightBumping");
rightBumping = true;
} else {
rightBumping = false;
}
if (back.hitTestPoint(player.x + upBumpPoint.x, player.y + upBumpPoint.y, true)) {
trace("upBumping");
upBumping = true;
} else {
upBumping = false;
}
if (back.hitTestPoint(player.x + downBumpPoint.x, player.y + downBumpPoint.y, true)) {
trace("downBumping");
downBumping = true;
} else {
downBumping = false;
}
if (back.hitTestPoint(player.x + lowerleftBumpPoint.x, player.y + lowerleftBumpPoint.y, true)) {
trace("lowerrightBumping");
lowerleftBumping = true;
} else {
lowerleftBumping = false;
}
if (back.hitTestPoint(player.x + lowerrightBumpPoint.x, player.y + lowerrightBumpPoint.y, true)) {
trace("lowerrightBumping");
lowerrightBumping = true;
} else {
lowerrightBumping = false;
}
if (leftPressed) {
xSpeed -= speedConstant;
} else if (rightPressed) {
xSpeed += speedConstant;
}
if (leftBumping) {
if (xSpeed < 0) {
xSpeed *= -0.5;
}
}
if (rightBumping) {
if (xSpeed > 0) {
xSpeed *= -0.5;
}
}
if (upBumping) {
if (ySpeed < 0) {
ySpeed *= -0.5;
}
}
if (downBumping) {
if (ySpeed > 0) {
ySpeed = 0; //set the y speed to zero
}
if (upPressed) {
ySpeed = jumpConstant;
}
} else {
ySpeed += gravityConstant;
}
if (xSpeed > maxSpeedConstant) { //moving right
xSpeed = maxSpeedConstant;
} else if (xSpeed < (maxSpeedConstant * -1)) { //moving left
xSpeed = (maxSpeedConstant * -1);
}
xSpeed *= frictionConstant;
ySpeed *= frictionConstant;
if (Math.abs(xSpeed) < 0.5) {
xSpeed = 0;
}
scrollX -= xSpeed;
scrollY -= ySpeed;
back.x = scrollX;
back.y = scrollY;
if (scrollY < -770) {
scrollX = -4;
scrollY = -68;
ySpeed=0
xSpeed=0
}
}
这没有意义。您应该表达您确切的问题并显示导致问题的代码片段。 – HITMAN
有在线教程(是的,有很多)如何制作平台游戏,即使是一步一步的教程,你应该从第一位开始。如果Box2D正是为了让事情变得更加简单,并且将令人困惑的碰撞和反向运动学部分混淆,那么您是否真的希望通过不使用它而以更简单更简单的解决方案摆脱困境? – Organis