我目前正在尝试制作“攻击”动画。但是必须有一个冷却时间(大约 2-3 秒)。
虽然我可以做到这一点,但我目前遇到的问题是动画被切断了。我所追求的是完整播放的动画,然后倒计时开始。
我尝试使用自定义调度事件。但是,因为对象被放入数组中。我尝试在其他地方遵循一些建议,但似乎没有一个有效。如果我在将对象推入数组后立即尝试添加事件侦听器,我要么得到错误"A term is undefined and has no properties"
(IEenemy [i].addEventListener(...))
或者,"addEventListener is not a function"
如果我尝试将侦听器添加为对象的变量,则会出现错误(IEenemy.addEventListener(...);)
我还尝试了使用 while 循环的更简单的方法(AI 发起攻击,触发 while 循环,增加一个整数直到达到 100 左右,然后退出并重置为 0。在 while 循环期间,布尔值是否AI/角色可以攻击是假的。当它退出时,它也会重置为真)但问题是,它切断了动画。
如果对如何对攻击速度进行简单的冷却有任何建议,请提供帮助。我已经发布了我认为相关的程序部分(包括创建敌人并推动它,人工智能如何确定它是否攻击,以及涉及攻击的部分等);
public function addEnemies()
{
enemies = new Array();
var i:int = 1;
while(true)
{
attackDone = cooldown(i);
if(gameLevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.aI = true;
enemy.mc = gameLevel["enemy"+i];
//....
//OTHER VARIABLES
//....
enemy.attackAnimation = new Array (26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40)
//....
enemy.animStep = 0;
//....
//....
enemy.attack = false;
//....
enemy.cooldown = 0
enemy.canAttack = true;
//....
//....
enemy.addEventListener("ATTACK_DONE", attackDone);
enemies.push(enemy);
i++;
}
}
确定人工智能做什么;
public function moveEnemies(timeDiff:int)
{
for(var i:int = 0; i<enemies.length; i++)
{
//Move the enemies
moveCharacter(enemies[i], timeDiff);
enemies[i].playerDistance = player.mc.x - enemies[i].mc.x;
if(enemies[i].playerDistance < 0)
{
enemies[i].playerDistance = -enemies[i].playerDistance;
}
//If hit something, reverse direction
if(enemies[i].hitWallLeft)
{
enemies[i].moveLeft = true;
enemies[i].moveRight = false;
enemies[i].attack = false;
}
else if(enemies[i].hitWallRight)
{
enemies[i].moveLeft = false;
enemies[i].moveRight = true;
enemies[i].attack = false;
}
if(enemies[i].playerDistance <= 10)
{
enemies[i].moveLeft = false;
enemies[i].moveRight = false;
if(enemies[i].canAttack)
enemies[i].attack = true;
}
}
}
执行攻击;
public function moveCharacter(char:Object, timeDiff:Number)
{
if(timeDiff < 1) return;
//.......
//.......
//Key Press
var horizontalChange = 0;
var newAnimState:String = "stand";
var newDirection:int = char.direction;
//Test Assumptions
//Move Left
//.......
//.......
//attack
if(char.attack)
{
newAnimState = "attack";
}
//.......
//.......
//.......
//.......
//.......
//.......
//.......
//.......
//.......
//.......
//Set new position of Character
char.mc.x = newX;
char.mc.y = newY;
//.......
//.......
//.......
char.animState = newAnimState;
//.......
//.......
//.......
//.......
else if(char.animState == "attack")
{
char.animStep += timeDiff / 60;
if(char.animStep > char.attackAnimation.length)
{
char.animStep = 0;
}
char.mc.gotoAndPlay(char.attackAnimation[Math.floor(char.animStep)]);
}
//.......
//.......
}