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您好,我尝试创建一个类似于太空入侵者的游戏,但发现很难创建一个 hitTestObject,所以如果外星子弹击中 mc_gun,玩家将失去一条生命,一旦失去三个生命,游戏就结束并被带到一个屏幕,他/她可以在其中输入他们的名字以进入高分表。

我仍然必须执行以下操作,但不知道从哪里开始......

为玩家创造三个生命。当所有生命都消失时结束游戏。采取进入名称屏幕高分表。

任何帮助将不胜感激。

这是我在文档正文中的编码...

stop();
var score:Number = 0;
var livesLeft:Number = 3;

var lifesArray:Array = new Array();
lifesArray.push(life1);
lifesArray.push(life2);
lifesArray.push(life3);

addEventListener(Event.ENTER_FRAME, pulse);

function pulse(event:Event):void
{
    checkForHitOnGun();
    checkForHitOnAliens();
    checkForBulletOnBulletHit();
    //checkEndGameCondition 
}

function checkForHitOnGun()
{
    for (var i=0; i<numChildren; i++)
    {
        if (getChildAt(i) is alienbullet)
        {
            var mc_alienbullet:MovieClip = getChildAt(i) as MovieClip;
            for (var j=0; j<numChildren; j++)
            {
                if (getChildAt(j) is gun)
                {
                    var mc_gun:MovieClip = getChildAt(j) as MovieClip;
                    if (mc_alienbullet.hitTestObject(mc_gun))
                    {

                    health -= 10;
                    if (health<1){
                        if(livesLeft<1){
                            gotoAndPlay(2);
                            removeChild(mc_gun);
                            stage.removeEventListener(Event.ENTER_FRAME,pulse);


                        }
                        livesLeft--;
                        lifesArray[livesLeft].visible = false;

                        health=100;
                        if (livesLeft == 0){
                            (endGo);
                            gotoAndPlay(2);
                        }
                    }
                    trace("health =" +health);
                    }
                }
            }
        }
    }
}


function checkForHitOnAliens()
{
    for (var i=0; i<numChildren; i++)
    {
        if (getChildAt(i) is bullet)
        {
            var mc_bullet:MovieClip = getChildAt(i) as MovieClip;
            for (var j=0; j<numChildren; j++)
            {
                if (getChildAt(j) is alien)
                {
                    var mc_alien:MovieClip = getChildAt(j) as MovieClip;
                    if (mc_bullet.hitTestObject(mc_alien))
                    {
                        var tobeDestroyed:MovieClip;
                        if (mc_alien.x > mc_bullet.x)
                        {
                            tobeDestroyed = mc_alien;
                        }
                        else
                        {
                            tobeDestroyed = mc_alien;
                        }
                        var bomb_mc:explosion = new explosion();
                        bomb_mc.x = tobeDestroyed.x;
                        bomb_mc.y = tobeDestroyed.y;

                        var addspaceship:alien = new alien();

                        addspaceship.x = 600;
                        addspaceship.y = Math.random()*(stage.stageHeight);

                        tobeDestroyed.destroy();
                        addChild(bomb_mc);
                        addChild(addspaceship);
                        score++;

                        return;
                    }
                }
                tb_score.text = "" + score;
            }
        }
    }
}

function checkForBulletOnBulletHit()
{
    for (var i=0; i<numChildren; i++)
    {
        if (getChildAt(i) is bullet)
        {
            var mc_bullet:MovieClip = getChildAt(i) as MovieClip;
            for (var j=0; j<numChildren; j++)
            {
                if (getChildAt(j) is alienbullet)
                {
                    var mc_alienbullet:MovieClip = getChildAt(j) as MovieClip;
                    if (mc_bullet.hitTestObject(mc_alienbullet))
                    {
                        var tobeDestroyed:MovieClip;
                        if (mc_bullet.x > mc_alienbullet.x)
                        {
                            tobeDestroyed = mc_bullet;
                        }
                        else
                        {
                            tobeDestroyed = mc_alienbullet;

                        }
                        /*score++;
                        tb_score.text = "" + score;*/
                        var bomb_mc:explosion = new explosion();
                        bomb_mc.x = tobeDestroyed.x;
                        bomb_mc.y = tobeDestroyed.y;

                        tobeDestroyed.destroy();
                        addChild(bomb_mc);
                        /*if (mc_bullet.hitTestObject(mc_alienbullet))
                        {
                        score++;
                        mc_bullet.gotoAndPlay(2);
                        }*/
                        score++;

                        return;
                    }
                    tb_score.text = "" + score;
                }
            }
        }
    }
}
//mc_gun would make the bullet fire only if the gun is clicked. 
//the game is to difficult so i changed it to stage. to make the whole stage the fireing area.
stage.addEventListener(MouseEvent.CLICK, fire);

function fire(event:MouseEvent):void
{
    var bulletfire:bullet = new bullet();
    bulletfire.x = mc_gun.x - 20 + mc_gun.width;
    bulletfire.y = mc_gun.y;
    addChild(bulletfire);
}

mc_banner.addEventListener(MouseEvent.CLICK, startGo);

function startGo(event:MouseEvent):void
{
    mc_banner.visible = false;
    mc_instructions.visible = false;
    mc_highscore.visible = false;
    mc_gun.visible = true;
    tb_score.visible = true;
    addEventListener(Event.ENTER_FRAME, pulse);
    var initialspaceship:alien=new alien();

    initialspaceship.x = 600;
    initialspaceship.y=Math.random()*(stage.stageHeight);
    addChild(initialspaceship);

}

function endGo()
{
    mc_gun.visible = false;
    tb_score.visible = false;
    removeEventListener(Event.ENTER_FRAME, pulse);
    mc_banner.visible = true;
    livesLeft--;
    lifesArray[livesLeft].visible = false;
} 
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1 回答 1

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您的engGo()功能是负责减少生命的功能。
这是检查玩家是否永远死亡(0 条生命)并结束游戏的最佳场所。
据我了解,阅读您的代码livesLeft是您存储玩家生命的地方。
就在lifesArray[livesLeft].visible = false;添加以下内容之后:

if (livesLeft <= 0)
{
    defeat();
}

现在您必须从 GamePlay 更改为 HighScore。
如果您在 Flash Pro 中的帧中工作,您只需移动到具有 HighScore 的帧

function defeat():void
{
    gotoAndStop("HighScore");
}

否则(您需要在一帧中完成所有操作),您需要清除舞台并在其上添加新内容。

function defeat():void
{
    // First, remove ALL listeners
    removeEventListener(Event.ENTER_FRAME, pulse);
    stage.removeEventListener(MouseEvent.CLICK, fire);

    // Then, we remove everything
    removeChild(...);

    // Finally, you add the new stuff
    addChild(...);
}

如果您使用第二种方法,我建议您将函数解耦并将它们包装在类中,这样您的游戏逻辑将全部在一个地方(在一个类中),您的高分屏幕将在另一个和您可以轻松交换它们。

于 2013-04-22T16:09:00.850 回答