我对actionscript3很陌生,我目前正在开发一款滑动益智游戏。游戏就像,你在一个矩阵中生成 8 个盒子,每个盒子都有一个数字,你滑动这些盒子以按照一定的顺序排列它们。好吧,我已经完成了大部分必需的功能,但是有一件事——如果你按下“下一步”按钮,这些框就不能再移动了。
我将在这里粘贴我的代码,包括主类和盒子类。
益智游戏.as:
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.display.Graphics;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFieldType;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class PuzzleGame extends Sprite
{
public var whiteBox:Box;
public var boxes:Array=new Array();
public static const GAP:uint = 5;
public var timerText:TextField= new TextField();
public var timer:Timer;
public var stepCounter:TextField=new TextField();
public var steps:Number = 0;
public var endGame:TextField=new TextField();
public var endGameFormat:TextFormat=new TextFormat();
public function PuzzleGame()
{
var background:Background;
background= new Background();
addChild(background);
var nextbutton:nextButton;
nextbutton=new nextButton();
nextbutton.x = 100;
nextbutton.y = 350;
addChild(nextbutton);
buildMatrix();
stepCounter.x = 220;
stepCounter.y = 370;
stepCounter.text = "Steps: " + steps;
addChild(stepCounter);
timerText.border = true;
timerText.height = 20;
timerText.x = 10;
timerText.y = 10;
timerText.width = 150;
timerText.text = "start";
addChild(timerText);
nextbutton.addEventListener(MouseEvent.CLICK, nextMatrix);
stage.addEventListener(Event.ENTER_FRAME, checkAllBoxes);
}
public function nextMatrix(event:MouseEvent)
{
timer.stop();
boxes[0].removeEventListener(MouseEvent.CLICK, box0Clicked);
boxes[1].removeEventListener(MouseEvent.CLICK, box1Clicked);
boxes[2].removeEventListener(MouseEvent.CLICK, box2Clicked);
boxes[3].removeEventListener(MouseEvent.CLICK, box3Clicked);
boxes[4].removeEventListener(MouseEvent.CLICK, box4Clicked);
boxes[5].removeEventListener(MouseEvent.CLICK, box5Clicked);
boxes[6].removeEventListener(MouseEvent.CLICK, box6Clicked);
boxes[7].removeEventListener(MouseEvent.CLICK, box7Clicked);
buildMatrix();
steps = 0;
stepCounter.text = "Steps: " + steps;
}
public function buildMatrix()
{
whiteBox = new Box(0);
addChild(whiteBox);
whiteBox.x = 10 + Box.BOX_SIZE * 2 + GAP * 3;
whiteBox.y = 60 + Box.BOX_SIZE * 2 + GAP * 3;
var i:uint;
var rnd:Array = randomUnique.between(1,8);
var box:Box;
for (i=1; i<=8; i++)
{
if (i>=1&&i<=3)
{
box = new Box(rnd[i]);
box.x = 10 + (i - 1) * Box.BOX_SIZE + GAP * i;
box.y = 60 + GAP;
addChild(box);
boxes.push(box);
}
if (i>=4&&i<=6)
{
box = new Box(rnd[i]);
box.x = 10 + (i - 4) * Box.BOX_SIZE + GAP * (i - 3);
box.y = 60 + Box.BOX_SIZE + GAP * 2;
addChild(box);
boxes.push(box);
}
if (i>=7&&i<=8)
{
box = new Box(rnd[i]);
box.x = 10 + (i - 7) * Box.BOX_SIZE + GAP * (i - 6);
box.y = 60 + Box.BOX_SIZE * 2 + GAP * 3;
addChild(box);
boxes.push(box);
}
}
boxes[0].addEventListener(MouseEvent.CLICK, box0Clicked);
boxes[1].addEventListener(MouseEvent.CLICK, box1Clicked);
boxes[2].addEventListener(MouseEvent.CLICK, box2Clicked);
boxes[3].addEventListener(MouseEvent.CLICK, box3Clicked);
boxes[4].addEventListener(MouseEvent.CLICK, box4Clicked);
boxes[5].addEventListener(MouseEvent.CLICK, box5Clicked);
boxes[6].addEventListener(MouseEvent.CLICK, box6Clicked);
boxes[7].addEventListener(MouseEvent.CLICK, box7Clicked);
timer = new Timer(1000);
timer.addEventListener(TimerEvent.TIMER,onTimerTic);
timer.start();
}
public function addWhiteBox()
{
whiteBox = new Box(0);
addChild(whiteBox);
whiteBox.x = 10 + Box.BOX_SIZE * 2 + GAP * 3;
whiteBox.y = 60 + Box.BOX_SIZE * 2 + GAP * 3;
}
public function switchPlaces(box:Box,box2:Box)
{
var point:Point = new Point(box.x,box.y);
box.x = box2.x;
box.y = box2.y;
box2.x = point.x;
box2.y = point.y;
}
public function box0Clicked(event:MouseEvent)
{
if (((boxes[0].x==whiteBox.x && (Math.abs(boxes[0].y-whiteBox.y)==Box.BOX_SIZE+GAP)) || (boxes[0].y==whiteBox.y && (Math.abs(boxes[0].x-whiteBox.x)==Box.BOX_SIZE+GAP))))
{
switchPlaces(boxes[0],whiteBox);
steps++;
stepCounter.text = "Steps: " + steps;
}
}
public function box1Clicked(event:MouseEvent)
{
if (((boxes[1].x==whiteBox.x && (Math.abs(boxes[1].y-whiteBox.y)==Box.BOX_SIZE+GAP)) || (boxes[1].y==whiteBox.y && (Math.abs(boxes[1].x-whiteBox.x)==Box.BOX_SIZE+GAP))))
{
switchPlaces(boxes[1],whiteBox);
steps++;
stepCounter.text = "Steps: " + steps;
}
}
public function box2Clicked(event:MouseEvent)
{
if (((boxes[2].x==whiteBox.x && (Math.abs(boxes[2].y-whiteBox.y)==Box.BOX_SIZE+GAP)) || (boxes[2].y==whiteBox.y && (Math.abs(boxes[2].x-whiteBox.x)==Box.BOX_SIZE+GAP))))
{
switchPlaces(boxes[2],whiteBox);
steps++;
stepCounter.text = "Steps: " + steps;
}
}
public function box3Clicked(event:MouseEvent)
{
if (((boxes[3].x==whiteBox.x && (Math.abs(boxes[3].y-whiteBox.y)==Box.BOX_SIZE+GAP)) || (boxes[3].y==whiteBox.y && (Math.abs(boxes[3].x-whiteBox.x)==Box.BOX_SIZE+GAP))))
{
switchPlaces(boxes[3],whiteBox);
steps++;
stepCounter.text = "Steps: " + steps;
}
}
public function box4Clicked(event:MouseEvent)
{
if (((boxes[4].x==whiteBox.x && (Math.abs(boxes[4].y-whiteBox.y)==Box.BOX_SIZE+GAP)) || (boxes[4].y==whiteBox.y && (Math.abs(boxes[4].x-whiteBox.x)==Box.BOX_SIZE+GAP))))
{
switchPlaces(boxes[4],whiteBox);
steps++;
stepCounter.text = "Steps: " + steps;
}
}
public function box5Clicked(event:MouseEvent)
{
if (((boxes[5].x==whiteBox.x && (Math.abs(boxes[5].y-whiteBox.y)==Box.BOX_SIZE+GAP)) || (boxes[5].y==whiteBox.y && (Math.abs(boxes[5].x-whiteBox.x)==Box.BOX_SIZE+GAP))))
{
switchPlaces(boxes[5],whiteBox);
steps++;
stepCounter.text = "Steps: " + steps;
}
}
public function box6Clicked(event:MouseEvent)
{
if (((boxes[6].x==whiteBox.x && (Math.abs(boxes[6].y-whiteBox.y)==Box.BOX_SIZE+GAP)) || (boxes[6].y==whiteBox.y && (Math.abs(boxes[6].x-whiteBox.x)==Box.BOX_SIZE+GAP))))
{
switchPlaces(boxes[6],whiteBox);
steps++;
stepCounter.text = "Steps: " + steps;
}
}
public function box7Clicked(event:MouseEvent)
{
if (((boxes[7].x==whiteBox.x && (Math.abs(boxes[7].y-whiteBox.y)==Box.BOX_SIZE+GAP)) || (boxes[7].y==whiteBox.y && (Math.abs(boxes[7].x-whiteBox.x)==Box.BOX_SIZE+GAP))))
{
switchPlaces(boxes[7],whiteBox);
steps++;
stepCounter.text = "Steps: " + steps;
}
}
public function checkAllBoxes(event:Event)
{
if ((boxes[0].isInOriginalPos())&&(boxes[1].isInOriginalPos())&&(boxes[2].isInOriginalPos())&&(boxes[3].isInOriginalPos())&&(boxes[4].isInOriginalPos())&&(boxes[5].isInOriginalPos())&&(boxes[6].isInOriginalPos())&&(boxes[7].isInOriginalPos()))
{
endGame.height = 100;
endGame.width = 300;
endGame.x = 100;
endGame.y = 180;
endGame.text = "You win!";
endGameFormat.color = 0x000000;
endGameFormat.font = "Arial";
endGameFormat.size = 15;
endGameFormat.bold = true;
endGame.setTextFormat(endGameFormat);
addChild(endGame);
onGameEnd();
}
}
public function onGameEnd()
{
timer.stop();
timerText.text = "DONE >> " + numberToTime(timer.currentCount);
}
public function onTimerTic(event:TimerEvent):void
{
timerText.text = numberToTime(Number(Timer(event.target).currentCount));
}
public function numberToTime(n:uint):String
{
return String(n/100);
}
}
}
盒子.as:
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.geom.Matrix;
import flash.display.GradientType;
import flash.display.Graphics;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFieldType;
import flash.events.Event;
public class Box extends MovieClip
{
private var originalXPosition:Number;
private var originalYPosition:Number;
private var _color:uint;
private var _borderAlpha:Number;
private var _borderWidth:Number;
private var numText:TextField = new TextField ;
private var numFormat:TextFormat = new TextFormat ;
public static const GAP:uint = 5;
public static const BOX_SIZE:uint = 80;
public static const BOX_CLICKED:String = "clicked";
public function Box(boxNum:int)
{
var boxColor:uint;
var numColor:uint;
if ((boxNum == 0))
{
boxColor = 0xCCCCCC;
numColor = 0xCCCCCC;
originalXPosition = 10 + 2 * BOX_SIZE + 3 * GAP;
originalYPosition = 60 + 2 * BOX_SIZE + 3 * GAP;
}
if ((boxNum == 1))
{
boxColor = 0xFF9900;
numColor = 0xFFFFFF;
originalXPosition = 10 + GAP;
originalYPosition = 60 + GAP;
}
if ((boxNum == 2))
{
boxColor = 0xFFFFFF;
numColor = 0xFF9900;
originalXPosition = 10 + BOX_SIZE + 2 * GAP;
originalYPosition = 60 + GAP;
}
if ((boxNum == 3))
{
boxColor = 0xFF9900;
numColor = 0xFFFFFF;
originalXPosition = 10 + 2 * BOX_SIZE + 3 * GAP;
originalYPosition = 60 + GAP;
}
if ((boxNum == 4))
{
boxColor = 0xFFFFFF;
numColor = 0xFF9900;
originalXPosition = 10 + GAP;
originalYPosition = 60 + BOX_SIZE + 2 * GAP;
}
if ((boxNum == 5))
{
boxColor = 0xFF9900;
numColor = 0xFFFFFF;
originalXPosition = 10 + BOX_SIZE + 2 * GAP;
originalYPosition = 60 + BOX_SIZE + 2 * GAP;
}
if ((boxNum == 6))
{
boxColor = 0xFFFFFF;
numColor = 0xFF9900;
originalXPosition = 10 + 2 * BOX_SIZE + 3 * GAP;
originalYPosition = 60 + BOX_SIZE + 2 * GAP;
}
if ((boxNum == 7))
{
boxColor = 0xFF9900;
numColor = 0xFFFFFF;
originalXPosition = 10 + GAP;
originalYPosition = 60 + 2 * BOX_SIZE + 3 * GAP;
}
if ((boxNum == 8))
{
boxColor = 0xFFFFFF;
numColor = 0xFF9900;
originalXPosition = 10 + BOX_SIZE + 2 * GAP;
originalYPosition = 60 + 2 * BOX_SIZE + 3 * GAP;
}
this.graphics.lineStyle(0,boxColor);
this.graphics.beginFill(boxColor,1);
this.graphics.drawRect(0,0,BOX_SIZE,BOX_SIZE);
this.graphics.endFill();
numText.x = this.x;
numText.y = this.y;
numText.height = 40;
numText.width = 30;
numText.text = boxNum.toString();
numFormat.color = numColor;
numFormat.font = "Arial";
numFormat.size = 30;
numFormat.bold = true;
numText.setTextFormat(numFormat);
addChild(numText);
}
public function isInOriginalPos():Boolean
{
if (this.x == originalXPosition && this.y == originalYPosition)
{
return true;
}
return false;
}
}
}
问题是,一个新游戏应该通过单击“下一步”按钮来开始,但是当你这样做时,盒子就不能再移动了。