看着遊戲中你參考,很明顯,你會需要一些碰撞檢測。關於pixel-level collision detection的本教程可能對您的入門有所幫助。
使用您當前的設置,我可以看到提高繪圖速度的唯一方法就是提高幀率。
由於目前無法訪問播放器實例,因此無法將播放器實例作爲子類添加到主類中。實際上,在你的播放器類中創建多個精靈是非常低效的。更有效的方法是直接在播放器實例的圖形實例中繪製矩形。
我認爲以下可能是您嘗試做的一個很好的起點。再次,我已經收錄了一些我希望能解釋我在做什麼的評論。
將此設爲您的FLA的文檔類:
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;
}
}
}
}
,包括在同一目錄中的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;
}
}
}