--------初始问题固定,但我有一个新的PROLEM - 请参阅下面------------------ --------Flash Actionscript 3.0 Game Projectile Creation
在我的侧面滚动游戏中,我正在尝试制作玩家射击的飞镖。当然,我希望飞镖能够从玩家所在的位置开始,然后飞镖会朝着他们的方向移动。
但是,我有一个问题。在我的游戏中,我使用了一个滚动功能,将玩家放在屏幕中间。下面是函数:
// 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
至于我可以告诉大家,在“envContainer”和“bgContainer”滚动无关与我谈论这个问题。我只关心玩家的定位。
现在,这里是我用来创建飞镖功能:
// 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);
}
}
什么情况是,在飞镖总是添加到舞台上在点(350,350) - 确切点的播放器被置于(相对于屏幕,这是700 * 700)。所以我知道这个问题与程序认为Player和Dart对象应该是的坐标有关。我只是不知道如何解决这个问题。我已经看过'globalToLocal()'方法,但我很困惑如何在这种情况下使用它。
如何让飞镖在相对于玩家的正确位置上创建?
我很感激任何帮助。谢谢!
------------------------------------------ EDIT AND UPDATE --------------------------
编辑和更新:我得到飞镖创建在正确的地方(靠近玩家 - 见下面的评论)和一个'movePlayerDarts()'函数移动它们。但我确实有一个新问题。当玩家在掷镖后移动时,镖跟着他!如果玩家跳跃,飞镖会上升。如果玩家向左移动,飞镖会稍微向左移动。
很明显,有一些代码告诉飞镖跟随玩家。我不明白,除非'playerDartContainer'与此有关。但容器始终处于位置(0,0)并且不移动。
另外,作为测试,我在不断运行的'movePlayerDarts()'函数中追踪了飞镖的'y'坐标。正如你所看到的那样,该函数通过增加它的y坐标值,不断地将飞镖向y轴下移。但是当我跳起来的时候,被追踪的'y'坐标永远不会减少,尽管飞镖显然看起来像是在上升!
如果有人有任何建议,我会很感激他们!
这里是我用来创建飞镖代码:
// 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
此代码是EnterFrameHandler玩家飞镖:
// 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();
}
}
最后,这是实际上将所有的代码玩家的飞镖:
// 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);
}
}
谢谢,多米尼克。但是,我仍然有问题。我将下面的代码放置在scrollScreen()函数中,该函数将播放器置于屏幕中央:'playerDartContainer.x = player.x;然后在'createDart()'函数中,我试图将飞镖定位在(0,0)和'playerDartContainer'的坐标上。但飞镖仍然不会出现在玩家面前;他们的坐标是相对于舞台而不是容器或玩家。 –
嗨Christian。尝试将playerDartContainer.x和y设置为(0,0)。然后将飞镖设置为player.x坐标。如果您将其设置为playerDartContainer的坐标(它位于内部,且设置为与player.x位置相同),则将其设置为与玩家的坐标相同。所以这是多余的,也不清楚。追踪playerDartContainer的位置。你也可以,如果这两者都不起作用,可以尝试将dart设置为stage.x * 0.5和stage.y * 0.5。 –
嗨多米尼克。好吧,我已经开始工作了! :D它一段时间没有工作,但是我记得我将'playerDartContainer'添加到了'envContainer'中,它存储了所有内容,并由'scrollScreen()'滚动。所以最后,我设置了'playerDartContainer.x = 0;'和'playerDartContainer.y = 0;'在玩家坐标'playerDart.x = player.x + 12'附近创建了新的飞镖,并从中移除了'playerDartContainer' 'envContainer。'非常感谢您的帮助,Dominic! –