我正在制作一个平台游戏。这是我到目前为止所拥有的:http: //megaswf.com/s/2486396(四处走动并用箭头键跳跃)
当您从跳跃中着陆时,您会在地面下沉几个像素并被推上去(我不喜欢这样)。
当你下山时,你会失去与地面的接触,而且看起来很生涩(我不喜欢这样)。
当你上山时,你会非常缓慢地被推到山顶(我特别不喜欢这样)。
我基本上希望玩家能够在行走时跟随山的轮廓(除非山太陡,我想我稍后会解决)。关于如何做到这一点的任何想法?
这是我的代码(目前只是在时间线上,直到我真正弄清楚如何做到这一点。舞台上有两个 MovieClip - playerClip 和 groundClip):
import flash.geom.Rectangle;
import flash.display.BitmapData;
import flash.events.Event;
import flash.geom.Point;
import flash.events.KeyboardEvent;
// Bitmap data stuff
var groundRect:Rectangle = groundClip.getBounds(this);
var groundClipBmpData = new BitmapData(groundRect.width,groundRect.height,true,0);
groundClipBmpData.draw(groundClip);
var playerRect:Rectangle = playerClip.getBounds(this);
var playerClipBmpData = new BitmapData(playerRect.width,playerRect.height,true,0);
playerClipBmpData.draw(playerClip);
// Player movement variables
var jump:Boolean = false;
var grounded:Boolean = false;
var moveRight:Boolean = false;
var moveLeft:Boolean = false;
var xMove = 0;
var yMove = 0;
const jumpStrength = 10;
const xMax = 5;
const xAccel = 1;
const GRAVITY = 1;
addEventListener(Event.ENTER_FRAME, enterFrame);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
function enterFrame(e:Event):void {
/*---- PLAYER MOVEMENT ----*/
// Movement Acceleration
if (moveLeft == true) {
xMove -= xAccel;
} else if (moveRight == true) {
xMove += xAccel;
} else if (xMove > 0) {
xMove -= xAccel;
} else if (xMove < 0) {
xMove += xAccel;
}
// Maximum Walk Speed
if (xMove > xMax) {
xMove = xMax;
} else if (xMove < -xMax) {
xMove = -xMax;
}
// Jumping
if (jump == true) {
grounded = false;
yMove = -jumpStrength;
jump = false;
}
/*---- BITMAP DATA STUFF ----*/
var playerRect:Rectangle = playerClip.getBounds(this);
var playerOffset:Matrix = playerClip.transform.matrix;
playerOffset.tx = playerClip.x - playerRect.x;
playerOffset.ty = playerClip.y - playerRect.y;
var playerClipBmpData = new BitmapData(playerRect.width,playerRect.height,true,0);
playerClipBmpData.draw(playerClip, playerOffset);
var groundRect:Rectangle = groundClip.getBounds(this);
var groundClipBmpData = new BitmapData(groundRect.width,groundRect.height,true,0);
var groundOffset:Matrix = groundClip.transform.matrix;
groundOffset.tx = groundClip.x - groundRect.x;
groundOffset.ty = groundClip.y - groundRect.y;
groundClipBmpData.draw(groundClip, groundOffset);
// COORDINATES
var rLoc:Point = new Point(groundRect.x,groundRect.y);
var bLoc:Point = new Point(playerRect.x, playerRect.y);
// FUTURE COORDINATE OF THE PLAYER
var bLocFuture:Point = new Point(playerRect.x + xMove,playerRect.y + yMove);
// HIT TEST GROUND WITH FUTURE COORDINATE OF PLAYER
if (groundClipBmpData.hitTest(rLoc,
255,
playerClipBmpData,
bLocFuture,
255
)) {
grounded = true;
playerClip.y--;
yMove = 0;
} else {
yMove += GRAVITY;
}
// MOVE THE PLAYER
playerClip.y += yMove;
playerClip.x += xMove;
// delete useless bitmap data to save memory
playerClipBmpData.dispose();
groundClipBmpData.dispose();
}
function onKeyPress(e:KeyboardEvent):void {
if (e.keyCode == 37) {
moveLeft = true;
moveRight = false;
} else if (e.keyCode == 39) {
moveRight = true;
moveLeft = false;
} else if (e.keyCode == 38) {
if (grounded == true) {
jump = true;
}
}
}
function onKeyRelease(e:KeyboardEvent):void {
if (e.keyCode == 37) {
moveLeft = false;
} else if (e.keyCode == 39) {
moveRight = false;
}
}