我有一个非常简单的射手的例子。但它在 AS2 上。这里的来源:
speed = 4;
depth = 0;
nose = 50;
_root.onMouseMove = function() {
updateAfterEvent();
xdiff = _root._xmouse-spaceShip._x;
ydiff = _root._ymouse-spaceShip._y;
angle = Math.atan2(ydiff, xdiff);
angle = angle*180/Math.PI;
spaceShip._rotation = angle;
};
_root.onMouseDown = function() {
angle = spaceShip._rotation;
angle = angle*Math.PI/180;
++depth;
name = "projectile"+depth;
_root.attachMovie("projectile", name, depth);
//projectile - it is bullet
_root[name]._x = spaceShip._x+nose*Math.cos(angle);
_root[name]._y = spaceShip._y+nose*Math.sin(angle);
_root[name].xmov = speed*Math.cos(angle);
_root[name].ymov = speed*Math.sin(angle);
_root[name].onEnterFrame = function() {
this._x += this.xmov;
this._y += this.ymov;
};
};
我也想做同样的事情,但是在 as3 中。
我试图转换。这是我所拥有的: PS - 我是新手,请不要对下面的代码生气:)
var nose=55;
var angle;
var acc=1;
Mouse.hide();
stage.addEventListener(MouseEvent.MOUSE_MOVE, cursor);
function cursor(e:MouseEvent):void {
cross.x=mouseX;
cross.y=mouseY;
}
stage.addEventListener(Event.ENTER_FRAME, rotation2);
function rotation2(event:Event):void {
var xdiff=mouseX-spaceShip.x;
var ydiff=mouseY-spaceShip.y;
angle=Math.atan2(ydiff,xdiff);
angle=angle*180/Math.PI;
spaceShip.rotation=angle;
}
stage.addEventListener(MouseEvent.CLICK, shoot);
function shoot(event:MouseEvent):void {
angle = spaceShip.rotation;
angle = angle*Math.PI/180;
bullet.x=spaceShip.x+nose*Math.cos(angle);
bullet.y=spaceShip.y+nose*Math.sin(angle);
var xmov=acc*Math.cos(angle);
var ymov=acc*Math.sin(angle);
stage.addEventListener(Event.ENTER_FRAME, action);
function action(event:Event):void {
bullet.x+=xmov;
bullet.y+=xmov;
}
}
- 子弹出现,但只有一次,并没有走上正轨。
- 如上例所示,如何做到这一点会有很多子弹?