Actionscript 3 将多个对象链接到一个编码名称
我正在尝试用Flash AS3制作一款rpg风格的游戏。我试图让我的角色在碰到诸如树木和建筑物之类的物体时停止。是否有一种方法可以将多个对象链接在一起,并使代码显示类似“takeobject1、object2和object3,并将其命名为multipleobjects”?我已经设置了代码,使角色停在一棵树上,但我不确定如何/如果你能组合对象,使他不会一次通过多个。非常感谢您的先进! 物体: manmc(我的角色)、treer1_MC(第一棵树)treer2_MC(第二棵树)等等Actionscript 3 将多个对象链接到一个编码名称,actionscript-3,flash,collision,flash-cs6,Actionscript 3,Flash,Collision,Flash Cs6,我正在尝试用Flash AS3制作一款rpg风格的游戏。我试图让我的角色在碰到诸如树木和建筑物之类的物体时停止。是否有一种方法可以将多个对象链接在一起,并使代码显示类似“takeobject1、object2和object3,并将其命名为multipleobjects”?我已经设置了代码,使角色停在一棵树上,但我不确定如何/如果你能组合对象,使他不会一次通过多个。非常感谢您的先进! 物体: manmc(我的角色)、treer1_MC(第一棵树)treer2_MC(第二棵树)等等 import f
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.display.MovieClip;
import flash.events.Event;
import flash.display.Stage;
manmc.gotoAndStop ("Stand Front Frame");
var rightPressed:Boolean = new Boolean(false);
var leftPressed:Boolean = new Boolean(false);
var upPressed:Boolean = new Boolean(false);
var downPressed:Boolean = new Boolean(false);
var manSpeed:Number = 3;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, gameLoop);
function keyDownHandler (keyEvent:KeyboardEvent):void
{
if(keyEvent.keyCode == Keyboard.RIGHT)
{
rightPressed = true;
}
else if(keyEvent.keyCode == Keyboard.LEFT)
{
leftPressed = true;
}
else if(keyEvent.keyCode == Keyboard.UP)
{
upPressed = true;
}
else if(keyEvent.keyCode == Keyboard.DOWN)
{
downPressed = true;
}
}
function keyUpHandler (keyEvent:KeyboardEvent):void
{
if(keyEvent.keyCode == Keyboard.RIGHT)
{
rightPressed = false;
manmc.gotoAndStop("Stand Right Frame");
}
else if(keyEvent.keyCode == Keyboard.LEFT)
{
leftPressed = false;
manmc.gotoAndStop("Stand Left Frame");
}
else if(keyEvent.keyCode == Keyboard.UP)
{
upPressed = false;
manmc.gotoAndStop("Stand Back Frame");
}
else if(keyEvent.keyCode == Keyboard.DOWN)
{
downPressed = false;
manmc.gotoAndStop("Stand Front Frame");
}
}
function gameLoop(loopEvent:Event):void
{
if(rightPressed)
{
if(manmc.x < 1050)
{
manmc.x += manSpeed;
}
manmc.gotoAndStop("Walk Right Frame");
if (manmc.hitTestObject(treer1_MC))
{
trace("leftHit");
manmc.x -= 3;
}
}
else if(leftPressed)
{
if (manmc.x > 145)
{
manmc.x -= manSpeed;
}
manmc.gotoAndStop("Walk Left Frame");
if (manmc.hitTestObject(treer1_MC))
{
trace("rightHit");
manmc.x += 3;
}
}
else if(downPressed)
{
if(manmc.y < 780)
{
manmc.y += manSpeed;
}
manmc.gotoAndStop("Walk Front Frame");
if (manmc.hitTestObject(treer1_MC))
{
trace("downHit");
manmc.y -= 3;
}
}
else if(upPressed)
{
if(manmc.y > 145)
{
manmc.y -= manSpeed;
}
manmc.gotoAndStop("Walk Back Frame");
if (manmc.hitTestObject(treer1_MC))
{
trace("upHit");
manmc.y += 3;
}
}
}
导入flash.events.KeyboardEvent;
导入flash.ui.Keyboard;
导入flash.display.MovieClip;
导入flash.events.Event;
导入flash.display.Stage;
manmc.gotoAndStop(“支架前框架”);
var rightPressed:Boolean=新布尔值(false);
var leftPressed:Boolean=new Boolean(false);
var upPressed:Boolean=新的Boolean(false);
按下var:布尔值=新布尔值(false);
var manSpeed:Number=3;
stage.addEventListener(KeyboardEvent.KEY_DOWN,keydowHandler);
stage.addEventListener(KeyboardEvent.KEY\u UP,keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME,gameLoop);
函数keyDownHandler(keyEvent:KeyboardEvent):void
{
if(keyEvent.keyCode==Keyboard.RIGHT)
{
rightspressed=true;
}
else if(keyEvent.keyCode==Keyboard.LEFT)
{
leftPressed=true;
}
else if(keyEvent.keyCode==Keyboard.UP)
{
upPressed=true;
}
else if(keyEvent.keyCode==Keyboard.DOWN)
{
downPressed=true;
}
}
函数keyUpHandler(keyEvent:KeyboardEvent):void
{
if(keyEvent.keyCode==Keyboard.RIGHT)
{
右压=假;
manmc.gotoAndStop(“站在右侧框架”);
}
else if(keyEvent.keyCode==Keyboard.LEFT)
{
leftPressed=false;
manmc.gotoAndStop(“站在左侧框架”);
}
else if(keyEvent.keyCode==Keyboard.UP)
{
upPressed=false;
manmc.gotoAndStop(“后置机架”);
}
else if(keyEvent.keyCode==Keyboard.DOWN)
{
按下=假;
manmc.gotoAndStop(“支架前框架”);
}
}
函数gameLoop(loopEvent:Event):void
{
如果(右键按下)
{
如果(manmc.x<1050)
{
manmc.x+=操纵速度;
}
manmc.gotoAndStop(“向右行走帧”);
if(manmc.hitTestObject(treer1_-MC))
{
跟踪(“左击”);
manmc.x-=3;
}
}
else if(左键按下)
{
如果(manmc.x>145)
{
manmc.x-=人的速度;
}
manmc.gotoAndStop(“左走帧”);
if(manmc.hitTestObject(treer1_-MC))
{
跟踪(“右击”);
manmc.x+=3;
}
}
else if(按下)
{
if(manmc.y<780)
{
manmc.y+=操纵速度;
}
manmc.gotoAndStop(“行走前车架”);
if(manmc.hitTestObject(treer1_-MC))
{
跟踪(“重击”);
manmc.y-=3;
}
}
否则,如果(增加)
{
如果(manmc.y>145)
{
manmc.y-=操纵速度;
}
manmc.gotoAndStop(“后走框架”);
if(manmc.hitTestObject(treer1_-MC))
{
跟踪(“上升”);
manmc.y+=3;
}
}
}
使用数组跟踪多个对象
然后使用循环来迭代数组中的所有元素,而不是操作单个对象。可能与我刚开始学习的元素重复,您介意举个例子吗?@SamA看看我在评论中链接的另一个问题,它包括一个例子。这有用吗?