我正在創建一個遊戲,如果您遇到殭屍,殭屍就會死亡,並且他的頭部會向您發出的方向發回。這就像打殭屍頭與棒球一樣,頭是球。我有兩個movieclip殭屍和殭屍頭。一旦殭屍被擊中,它將發揮其垂死的動畫並將其自身移除,同時殭屍頭部將被添加到垂死殭屍的x和y座標中,並像打棒球一樣被吹倒。我已經完成了關於命中和殭屍死亡和重生的代碼,但是當它被擊中時,我似乎無法定位並將頭部添加到垂死的殭屍中。我已經完成了殭屍頭部的功能,但我怎麼能把它添加到殭屍。我認爲這會是這樣,我加入這個在殭屍類的PlayDeathAnimation功能,但沒有奏效:將動畫片段定位到另一個動畫片段2
for (var i=0; i < MovieClip(parent).zombies.length; ++i)
{
var zh = new ZombieHead();
zh.x = MovieClip(parent).zombies[i].x;
zh.y = MovieClip(parent).zombies[i].y;
zh.rotation = MovieClip(parent).zombies[i].rotation;
addChild(zh);
}
我甚至嘗試了這一點。頭部產卵,但只是保持靜止,不會飛回來,當殭屍移除自己時,它會自行移除,我不想這樣做。我已經告訴ZombieHead時本身刪除自己的類
var zh = new ZombieHead();
addChild(zh);
這是我到目前爲止 球員
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.ui.Keyboard;
import flash.display.Graphics;
import flash.utils.setTimeout;
public class Player extends MovieClip
{
//Player Setting
var walkSpeed:Number = 4;
var walkRight:Boolean = false;
var walkLeft:Boolean = false;
var walkUp:Boolean = false;
var walkDown:Boolean = false;
var attacking:Boolean = false;
var attackRange:int = 100;
var attackAngle:int = 30;
public function Player()
{
stage.addEventListener(KeyboardEvent.KEY_DOWN,walk);
addEventListener(Event.ENTER_FRAME,Update);
stage.addEventListener(KeyboardEvent.KEY_UP,stopWalk);
stage.addEventListener(MouseEvent.CLICK,attack);
// The lines below draw a preview of your attack area
graphics.beginFill(0x00ff00, 0.2);
graphics.lineTo(attackRange*Math.cos((rotation-attackAngle)/180*Math.PI),attackRange*Math.sin((rotation-attackAngle)/180*Math.PI));
graphics.lineTo(attackRange*Math.cos((rotation+attackAngle)/180*Math.PI),attackRange*Math.sin((rotation+attackAngle)/180*Math.PI));
graphics.endFill();
}
function walk(event:KeyboardEvent)
{
//When Key is Down
if (event.keyCode == 68)
{
walkRight = true;
}
if (event.keyCode == 87)
{
walkUp = true;
}
if (event.keyCode == 65)
{
walkLeft = true;
}
if (event.keyCode == 83)
{
walkDown = true;
}
}
function Update(event:Event)
{
//if attacking is true then key moves are false;
if ((attacking == true))
{
walkRight = false;
walkLeft = false;
walkUp = false;
walkDown = false;
// see if the zombie is in the cone
for (var i:int=MovieClip(parent).zombies.length-1; i>=0; i--)
{
if (inAttackCone(MovieClip(parent).zombies[i]))
{
if (hitTestObject(MovieClip(parent).zombies[i]))
{
//attacking = true;
MovieClip(parent).zombies[i].zombieDead = true;
}
}
}
}
else if ((attacking == false))
{
//Else if attacking is false then move and rotate to mouse;
var dx = parent.mouseX - x;
var dy = parent.mouseY - y;
var angle = Math.atan2(dy,dx)/Math.PI * 180;
rotation = angle;
if ((walkRight == true))
{
x += walkSpeed;
gotoAndStop(2);
}
if ((walkUp == true))
{
y -= walkSpeed;
gotoAndStop(2);
}
if ((walkLeft == true))
{
x -= walkSpeed;
gotoAndStop(2);
}
if ((walkDown == true))
{
y += walkSpeed;
gotoAndStop(2);
}
}
}
//Calculate the distance between the two
public function distanceBetween(player:MovieClip,zombies:MovieClip):Number
{
for (var i:int=MovieClip(parent).zombies.length-1; i>=0; i--)
{
var dx:Number = x - MovieClip(parent).zombies[i].x;
var dy:Number = y - MovieClip(parent).zombies[i].y;
}
return Math.sqrt(((dx * dx) + dy * dy));
}
public function angleDifference(a:Object, b:Object):Number
{
var dx:Number = b.x - a.x;
var dy:Number = b.y - a.y;
var ang:Number = (a.rotation/180*Math.PI)-Math.atan2(dy, dx);
while (ang>Math.PI)
{
ang -= 2 * Math.PI;
}
while (ang<-Math.PI)
{
ang += 2 * Math.PI;
}
return Math.abs(ang*180/Math.PI);
}
function inAttackCone(enemy:MovieClip):Boolean
{
var distance:Number = distanceBetween(this,enemy);
distance -= enemy.width/2;// account for the enemy's size
if (distance < attackRange)
{
// In range, check angle
if (angleDifference(this,enemy)<attackAngle)
{
return true;
}
}
return false;
}
function stopWalk(event:KeyboardEvent)
{
if ((attacking == false))
{
if (event.keyCode == 68)
{
event.keyCode = 0;
walkRight = false;
gotoAndStop(1);
}
if (event.keyCode == 87)
{
event.keyCode = 0;
walkUp = false;
gotoAndStop(1);
}
if (event.keyCode == 65)
{
event.keyCode = 0;
walkLeft = false;
gotoAndStop(1);
}
if (event.keyCode == 83)
{
event.keyCode = 0;
walkDown = false;
gotoAndStop(1);
}
}
}
function attack(event:MouseEvent)
{
if ((attacking == false))
{
attacking = true;
gotoAndStop(3);
}
}
}
}
做殭屍
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.geom.Point;
public class Zombie extends MovieClip
{
var walkSpeed:Number = 2;
var target:Point;
public var zombieDead:Boolean = false;
public function Zombie()
{
//set target location of Zombie
target = new Point(Math.random() * 500,Math.random() * 500);
}
function loop()
{
if (zombieDead == true)
{
playDeathAnimation();
}
else if (zombieDead == false)
{
gotoAndStop(1);
//Point Zombie at its target
var dx = MovieClip(root).Player01.x - x;
var dy = MovieClip(root).Player01.y - y;
var angle = Math.atan2(dy,dx)/Math.PI * 180;
rotation = angle;
//Move in the direction the zombie is facing
x = x+Math.cos(rotation/180*Math.PI)*walkSpeed;
y = y+Math.sin(rotation/180*Math.PI)*walkSpeed;
//Calculate the distance to target
var hyp = Math.sqrt((dx*dx)+(dy*dy));
if (hyp<5)
{
target.x = Math.random() * 500;
target.y = Math.random() * 500;
}
}
}
public function playDeathAnimation()
{
gotoAndStop(2);
}
public function deathAnimationFinishedCallback()
{
for (var i=0; i < MovieClip(parent).zombies.length; ++i)
{
if (MovieClip(parent).zombies[i] == this)
{
MovieClip(parent).zombies.splice(i, 1);
break;
}
}
MovieClip(parent).removeChild(this);
}
}
}
ZombieHead
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class ZombieHead extends MovieClip
{
var headSpeed:Number = -30;
var friction:Number = 0.9;
public function ZombieHead()
{
// constructor code
addEventListener(Event.ENTER_FRAME,Update);
}
function Update(event:Event)
{
x = x+Math.cos(rotation/180*Math.PI)*headSpeed;
y = y+Math.sin(rotation/180*Math.PI)*headSpeed;
headSpeed *= friction;
if (headSpeed > -0.00001)
{
removeEventListener(Event.ENTER_FRAME,Update);
parent.removeChild(this);
}
else if (x<0 || x > 550 || y < 0 || y > 400)
{
removeEventListener(Event.ENTER_FRAME,Update);
parent.removeChild(this);
}
}
}
}
文檔類
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class Game extends MovieClip
{
public var zombies:Array;
public function Game()
{
addEventListener(Event.ENTER_FRAME, update);
zombies = new Array();
}
public function update(e:Event)
{
//Only spawn a Zombie if there are less than number
if (numChildren < 4)
{
//Make a new instance of the Zombie.
var Z = new Zombie();
addChild(Z);
//Position and rotate the zombie
Z.x = Math.random() * stage.stageWidth;
Z.y = Math.random() * stage.stageHeight;
Z.rotation = Math.random() * 360;
zombies.push(Z);
}
for (var count = 0; count<zombies.length; count ++)
{
zombies[count].loop();
}
}
}
}
它幾乎奏效,這就是我所做的。如果(inAttackCone(MovieClip(parent).zombies [i])在播放器類 中(var i:int = MovieClip(parent).zombies.length-1; i> = 0; i - ){ \t ){ \t \t如果(hitTestObject(影片剪輯(父).zombies [I])){ \t \t \t的MovieClip(父).zombies [I] .zombieDead = TRUE; \t \t var zh = new ZombieHead; \t \t \t zh.x = MovieClip(parent).zombies [i]。X; \t \t \t zh.y = MovieClip(parent).zombies [i] .y; \t \t \t zh.rotation = MovieClip(parent).zombies [i] .rotation; \t \t \t parent.addChild(zh); \t \t \t} \t \t} \t}} 但 – user2350724 2013-05-08 23:14:26
的問題是ZombieHead將重新本身多次,直到殭屍已經死了。頭部的功能就像它假設的那樣起作用並擺脫它自身的方式,但我認爲只要殭屍精靈= true,它就會不斷地重建自己,直到殭屍精靈失效。我怎麼能想出一個解決方案,只有一個頭將被添加時,殭屍程序是真實的。 – user2350724 2013-05-08 23:17:44
沒關係,我得到它的工作,謝謝sooooo很多我被卡住了一個星期。我只需要做parent.addChild並改變一些布爾值 – user2350724 2013-05-08 23:24:02