--------初始問題固定,但我有一個新的PROLEM - 請參閱下面------------------ --------Flash Actionscript 3.0 Game Projectile Creation
在我的側面滾動遊戲中,我正在嘗試製作玩家射擊的飛鏢。當然,我希望飛鏢能夠從玩家所在的位置開始,然後飛鏢會朝着他們的方向移動。
但是,我有一個問題。在我的遊戲中,我使用了一個滾動功能,將玩家放在屏幕中間。下面是函數:
// This function scrolls the MovieClip Containers on the screen
private function scrollScreen(event:Event):void {
// Here we offset the elements' 'x' and 'y' coordinates by
// the distance between the Player and the centre of the stage
// Environment Container
envContainer.x += (stage.stageWidth * 0.5) - player.x;
// Background Container
// Background moves more slowly along the 'x' axis to simulate distance
bgContainer.x += ((stage.stageWidth * 0.5) - player.x) * 1/20;
// Position the Player at the centre of the game screen ('x' axis)
player.x = stage.stageWidth * 0.5;
// Here we offset the elements' 'y' coordinates
// Environment Container
envContainer.y += (stage.stageHeight * 0.5) - player.y;
// Background Container
bgContainer.y += (stage.stageHeight * 0.5) - player.y;
// Position the Player at the centre of the game screen ('y' axis)
player.y = stage.stageHeight * 0.5;
} // End of 'scrollScreen()' function
至於我可以告訴大家,在「envContainer」和「bgContainer」滾動無關與我談論這個問題。我只關心玩家的定位。
現在,這裏是我用來創建飛鏢功能:
// This function creates a dart
private function createDart():void {
if (playerDartContainer.numChildren <= 4) {
trace("DART!");
playerDart = new PlayerDart();
playerDart.x = player.x;
playerDart.y = player.y;
trace("PD x: " + playerDart.x);
trace("Player x: " + player.x);
trace("PD y: " + playerDart.y);
trace("Player y: " + player.y);
// Set the new dart's direction to equal that of the player
// Player's facing right
if (player.scaleX == 1) {
// So dart faces right, too
playerDart.scaleX = 1;
}
// Player's facing left
else if (player.scaleX == -1) {
// So dart faces left, too
playerDart.scaleX = -1;
}
playerDartContainer.addChild(playerDart);
trace("Num children: " + playerDartContainer.numChildren);
}
}
什麼情況是,在飛鏢總是添加到舞臺上在點(350,350) - 確切點的播放器被置於(相對於屏幕,這是700 * 700)。所以我知道這個問題與程序認爲Player和Dart對象應該是的座標有關。我只是不知道如何解決這個問題。我已經看過'globalToLocal()'方法,但我很困惑如何在這種情況下使用它。
如何讓飛鏢在相對於玩家的正確位置上創建?
我很感激任何幫助。謝謝!
------------------------------------------ EDIT AND UPDATE --------------------------
編輯和更新:我得到飛鏢創建在正確的地方(靠近玩家 - 見下面的評論)和一個'movePlayerDarts()'函數移動它們。但我確實有一個新問題。當玩家在擲鏢後移動時,鏢跟着他!如果玩家跳躍,飛鏢會上升。如果玩家向左移動,飛鏢會稍微向左移動。
很明顯,有一些代碼告訴飛鏢跟隨玩家。我不明白,除非'playerDartContainer'與此有關。但容器始終處於位置(0,0)並且不移動。
另外,作爲測試,我在不斷運行的'movePlayerDarts()'函數中追蹤了飛鏢的'y'座標。正如你所看到的那樣,該函數通過增加它的y座標值,不斷地將飛鏢向y軸下移。但是當我跳起來的時候,被追蹤的'y'座標永遠不會減少,儘管飛鏢顯然看起來像是在上升!
如果有人有任何建議,我會很感激他們!
這裏是我用來創建飛鏢代碼:
// This function creates a dart
public function createDart():void {
if (playerDartContainer.numChildren <= 4) {
// Play dart shooting sound
sndDartShootIns.play();
// Create a new 'PlayerDart' object
playerDart = new PlayerDart();
// Set the new dart's initial position and direction depending on the player's direction
// Player's facing right
if (player.scaleX == 1) {
// Create dart in front of player's dart gun
playerDart.x = player.x + 12;
playerDart.y = player.y - 85;
// Dart faces right, too
playerDart.scaleX = 1;
}
// Player's facing left
else if (player.scaleX == -1) {
// Create dart in front of player's dart gun
playerDart.x = player.x - 12;
playerDart.y = player.y - 85;
// Dart faces left, too
playerDart.scaleX = -1;
}
playerDartContainer.addChild(playerDart);
}
} // End of 'createDart()' function
此代碼是EnterFrameHandler玩家飛鏢:
// In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer'
public function playerDartEnterFrameHandler(event:Event):void {
// Only move the Player's darts if their container has at least one dart within
if (playerDartContainer.numChildren > 0) {
movePlayerDarts();
}
}
最後,這是實際上將所有的代碼玩家的飛鏢:
// Move all of the Player's darts
public function movePlayerDarts():void {
for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) {
// Set the Player Dart 'instance' variable to equal the current PlayerDart
playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns));
// Move the current dart in the direction it was shot. The dart's 'x-scale'
// factor is multiplied by its speed (5) to move the dart in its correct
// direction. If the 'x-scale' factor is -1, the dart is pointing left (as
// seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go
// to left at a rate of 5. The opposite is true for the right-ward facing
// darts
playerDartIns.x += playerDartIns.scaleX * 1;
// Make gravity work on the dart
playerDartIns.y += 0.7;
//playerDartIns.y += 1;
// What if the dart hits the ground?
if (HitTest.intersects(playerDartIns, floor, this)) {
playerDartContainer.removeChild(playerDartIns);
}
//trace("Dart x: " + playerDartIns.x);
trace("Dart y: " + playerDartIns.y);
}
}
謝謝,多米尼克。但是,我仍然有問題。我將下面的代碼放置在scrollScreen()函數中,該函數將播放器置於屏幕中央:'playerDartContainer.x = player.x;然後在'createDart()'函數中,我試圖將飛鏢定位在(0,0)和'playerDartContainer'的座標上。但飛鏢仍然不會出現在玩家面前;他們的座標是相對於舞臺而不是容器或玩家。 –
嗨Christian。嘗試將playerDartContainer.x和y設置爲(0,0)。然後將飛鏢設置爲player.x座標。如果您將其設置爲playerDartContainer的座標(它位於內部,且設置爲與player.x位置相同),則將其設置爲與玩家的座標相同。所以這是多餘的,也不清楚。追蹤playerDartContainer的位置。你也可以,如果這兩者都不起作用,可以嘗試將dart設置爲stage.x * 0.5和stage.y * 0.5。 –
嗨多米尼克。好吧,我已經開始工作了! :D它一段時間沒有工作,但是我記得我將'playerDartContainer'添加到了'envContainer'中,它存儲了所有內容,並由'scrollScreen()'滾動。所以最後,我設置了'playerDartContainer.x = 0;'和'playerDartContainer.y = 0;'在玩家座標'playerDart.x = player.x + 12'附近創建了新的飛鏢,並從中移除了'playerDartContainer' 'envContainer。'非常感謝您的幫助,Dominic! –