我正在尝试对一个在地图中移动的角色(perso)进行编程,生成一个数组。我的变量“t”调用了我的“Tuiles”MovieClip,创建了一个网格(格栅),在我的“地图”数组上每个“1”都有新的瓷砖。我首先用一个瓦片子修复了碰撞函数,所以,我创建了“地图”和“网格”函数。我需要“t”变量来创建世界和角色碰撞。如果我将变量放在我的函数“creeDecor”上,Flash 会生成它,但说我的碰撞函数不存在变量“t”。如果我将“t”变量作为一般变量放在我的代码顶部,Flash 会在舞台右下角生成一个平铺,碰撞功能运行良好......
我怎么能把它们混合两次?可能吗 ?
我让你我的整个代码。如果您希望它工作,您只需创建一个 MovieClip 类名称“Tuiles”(正方形:32*32)和第二个 MC“Perso”。
//Creation of perso
var perso:Perso = new Perso();
var grille:MovieClip = new MovieClip();
var t:Tuiles = new Tuiles();
var T:int = 32;
var map:Array = [
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
]
// temporary stockage
var stock:Array = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
]
creeDecor()
initHero();
stage.addEventListener(KeyboardEvent.KEY_DOWN, clavierDown);
stage.addEventListener(KeyboardEvent.KEY_UP, clavierUp);
stage.addEventListener(Event.ENTER_FRAME, animation);
// Stage collision
var minX = 0;
var minY = 0;
var maxX = stage.stageWidth - perso.width;
var maxY = stage.stageHeight - perso.height;
var speedHero = 5;
function clavierDown(e)
{
switch(e.keyCode)
{
case 37:
perso.speedX = -speedHero;
break;
case 39:
perso.speedX = speedHero;
break;
case 38:
perso.speedY = -speedHero;
break;
case 40:
perso.speedY = speedHero;
break;
}
}
function clavierUp(e)
{
switch(e.keyCode)
{
case 37:
perso.speedX = 0;
break;
case 39:
perso.speedX = 0;
break;
case 38:
perso.speedY = 0;
break;
case 40:
perso.speedY = 0;
break;
}
}
function animation(e)
{
animeHero();
}
// Stage border collision function
function animeHero()
{
if(perso.x + perso.speedX >= minX && perso.x + perso.speedX <= maxX)
{
perso.x += perso.speedX;
} else if (perso.speedX < 0)
{
perso.x -= Math.abs(perso.x-minX);
//trace(Math.abs(perso.x-minX));
} else {
perso.x += Math.abs(perso.x-maxX) ;
}
if(perso.y + perso.speedY >= minY && perso.y + perso.speedY <= maxY)
{
perso.y += perso.speedY;
}
collision();
}
function initHero()
{
perso.speedX = 0;
perso.speedY = 0;
perso.x = 200;
perso.y = 300;
addChild(perso);
}
function collision() {
if (perso.hitTestObject(t))
{
if (perso.x >= t.x + t.width - speedHero && perso.x <= t.x +t.width + 2)
{
perso.x = t.x + t.width;
}
if (perso.x + perso.width >= t.x - 2 && perso.x + perso.width <= t.x + speedHero)
{
perso.x = t.x - perso.width;
}
if (perso.y >= t.y + t.height - speedHero && perso.y <= t.y +t.height + 2)
{
perso.y = t.y + t.height;
}
if (perso.y + perso.height >= t.y - 2 && perso.y + perso.height <= t.y + speedHero)
{
perso.y = t.y - perso.height;
}
}
}
// level creation
function creeDecor():void{
for (var i:int=0; i<20; i++){ // boucle sur les 20 colonnes
for (var j:int=0; j<15; j++){ // boucle sur les 15 lignes de chaque colonne
var f:int = map[j][i]
if(f>0) {
t.x= i*T;
t.y= j*T;
t.gotoAndStop(f)
grille.addChild(t)
// Specialisation
if (f==1)
stock[j][i] = t;
}
else
{
stock[j][i] = []
}
}
}
}
addChild(grille)