Actionscript 3 AS3:如何检测碰撞?
我试着做一个简单的游戏,当球落在某一块时,你赢了 机械学:球穿过几个障碍物,最后有两个挡块,如果球碰到你赢的左挡块,下一关将包含更多的挡块,并且挡块之间的空间更小 测试电影(单击屏幕以投球): 这些是主要变量:Actionscript 3 AS3:如何检测碰撞?,actionscript-3,collections,box2d,Actionscript 3,Collections,Box2d,我试着做一个简单的游戏,当球落在某一块时,你赢了 机械学:球穿过几个障碍物,最后有两个挡块,如果球碰到你赢的左挡块,下一关将包含更多的挡块,并且挡块之间的空间更小 测试电影(单击屏幕以投球): 这些是主要变量: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped 问题: var winBox:Q
var winBox:QuickObject;//You win
var looseBox:QuickObject;//You loose
var gameBall:QuickObject;//Ball dropped
问题:
var winBox:QuickObject;//You win
var looseBox:QuickObject;//You loose
var gameBall:QuickObject;//Ball dropped
- 如果球碰到winBox,如何检测碰撞并生成函数?(赢信息/下一级别)*
package {
import flash.display.MovieClip;
import com.actionsnippet.qbox.*;
import flash.events.MouseEvent;
[SWF(width = 600, height = 600, frameRate = 60)]
public class LuckyHit extends MovieClip {
public var sim:QuickBox2D;
var winBox:QuickObject;
var looseBox:QuickObject;
var gameBall:QuickObject;
/**
* Constructor
*/
public function LuckyHit()
{
sim = new QuickBox2D(this);
//sim.createStageWalls();
winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0});
looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0});
// make obstacles
for (var i:int = 0; i<(stage.stageWidth/50); i++){
//End
sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0});
sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0});
//Mid End
sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0});
sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0});
sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0});
sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0});
sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0});
//Middle Start
sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0});
sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0});
sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0});
sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0});
}
sim.start();
stage.addEventListener(MouseEvent.CLICK, _clicked);
}
/**
* ..
* @param e MouseEvent.CLICK
*/
private function _clicked(e:MouseEvent)
{
gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5});
}
}
}
包{
导入flash.display.MovieClip;
导入com.actionsnippet.qbox.*;
导入flash.events.MouseEvent;
[SWF(宽度=600,高度=600,帧率=60)]
公共类幸运儿扩展了MovieClip{
公共var-sim:QuickBox2D;
var-winBox:QuickObject;
变量框:QuickObject;
var gameBall:QuickObject;
/**
*建造师
*/
公共函数LuckyHit()
{
sim=新的QuickBox2D(此);
//sim.createStageWalls();
winBox=sim.addBox({x:5,y:600/30,宽度:300/30,高度:10/30,密度:0});
looseBox=sim.addBox({x:15,y:600/30,宽度:300/30,高度:10/30,密度:0});
//制造障碍
对于(var i:int=0;i有几个库可以处理冲突检测。一个简单的谷歌搜索应该会返回很多
同时,你可以随时检查这个
编辑:添加了第二个参数gameBall
我不熟悉QuickBox2D,但请尝试一下
var simContacts:QuickContacts;
public function LuckyHit()
{
...
simContacts = sim.addContactListener();
simContacts.addEventListener(QuickContacts.ADD, contactListener);
}
...
private function contactListener(event:Event)
{
if (simContacts.isCurrentContact(winBox, gameBall))
{
// They won.
}
}
如果两个对象的边界框重叠且两个对象的边界圆重叠,则“快速接触”中的相关类将发生碰撞
但正如Gabriel所说,除非你真的想了解它背后的机制,否则最好使用一些现有的库,而不是编写自己的库。Flixel是一个很好的开始游戏制作的库,碰撞检测是一个核心功能
除非这是一个不允许外部库的类赋值?除非我误读了,因为我不熟悉box2d,否则您应该使用,当它返回true时,然后调用您想要的任何函数。