Actionscript 3 使用键盘移动生成的网格

Actionscript 3 使用键盘移动生成的网格,actionscript-3,flash,Actionscript 3,Flash,我正在尝试用键盘移动生成的网格。。。 当我尝试我的.swf文件时,它会运行,但键盘。。。 这是一个平台游戏,如马里奥,所以你应该罚款一些代码行谁没有感觉到那里,但我保证你他们会 因此,这是我的AS: var map:Array = [ [1,1,1,1,1,1,10,0,0,11,1,1,1,1,1,1,1,1,1,1], [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],

我正在尝试用键盘移动生成的网格。。。 当我尝试我的.swf文件时,它会运行,但键盘。。。 这是一个平台游戏,如马里奥,所以你应该罚款一些代码行谁没有感觉到那里,但我保证你他们会

因此,这是我的AS:

var map:Array = [
                 [1,1,1,1,1,1,10,0,0,11,1,1,1,1,1,1,1,1,1,1],
                 [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                 [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                 [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,1],
                 [1,0,0,0,0,0,6,1,0,0,4,4,4,4,0,0,6,1,0,1],
                 [1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                 [1,0,0,0,1,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                 [1,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                 [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                 [1,0,0,0,0,6,0,0,1,0,0,1,0,0,1,0,0,1,2,1],
                 [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                 [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                 [1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                 [1,1,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,3,1],
                 [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
                 ];

var stock:Array = [
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
             [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
             ];

function createMap():void{
    for (var i:int=0; i<20; i++){                               
        for (var j:int=0; j<15; j++){                           

            var T:int = 32
            var dT:int = T*.5
            var f:int = map[j][i]

            if(f>0) {
                var t:Block = new Block()
                t.x= i*T;       
                t.y= j*T;       
                t.gotoAndStop(f)        
                grid.addChild(t)
            }
        }
    }
}

var grid:MovieClip = new MovieClip();   

addChild(grid);

createMap();

stage.addEventListener(KeyboardEvent.KEY_DOWN, pushin);
stage.addEventListener(KeyboardEvent.KEY_UP, pushout);      

var right:Boolean=false;
var left:Boolean=false;
var up:Boolean=false;
var down:Boolean=false;

var lateral:Boolean = false;            
var saute:Boolean = false ;             
var none:Boolean = true                 

function paramMap():void {

    grid.sens = int(right)-int(left);           
    grid.up = int(up)-int(down)             
    grid.jump = -int(up)*11                 
    none = !right && !left && !up && !down  
    lateral = right || left;                        



function movingGrid():void{

    var L:int                                                               
    var C:int                                                               
    var Ls:int                                                              
    var Cs:int                                                              
    var A:Object
    var B:Object
    var Y:Number
    var P:Array

    with(grid){

        x += vit*sens;

        L =  y/T;
        C =  x/T;
        Ls = (y+T-1)/T;         
        Cs = (x+vit*sens)/T;

        P =  checkLateral(grid,L,Cs,vit*2,(y-dT)/T)

        L =  P[0]
        Cs = P[1]
        A =  stock[L][C]
        B =  stock[Ls][C]
        Y =  (L-1)*T    

        y += gravite; 

        if (gravite++>T) gravite=T
    }
}


}

function pushin(event:KeyboardEvent):void {
    if (event.keyCode == 38) up = true; 
    if (event.keyCode == 40) down = true;
    if (event.keyCode == 39) right = true;
    if (event.keyCode == 37) left = true;
}

function pushout(event:KeyboardEvent):void {
    if (event.keyCode == 38) up = false;
    if (event.keyCode == 40) down = false;              
    if (event.keyCode == 39) right = false;             
    if (event.keyCode == 37) left = false;              
}
var映射:数组=[
[1,1,1,1,1,1,10,0,0,11,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,1],
[1,0,0,0,0,0,6,1,0,0,4,4,4,4,0,0,6,1,0,1],
[1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,1,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,6,0,0,1,0,0,1,0,0,1,0,0,1,2,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,3,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
var股票:数组=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
];
函数createMap():void{
对于(var i:int=0;iT)重力=T
}
}
}
功能推入(事件:键盘事件):无效{
如果(event.keyCode==38)up=true;
如果(event.keyCode==40)down=true;
如果(event.keyCode==39)right=true;
如果(event.keyCode==37)left=true;
}
功能推出(事件:键盘事件):无效{
如果(event.keyCode==38)up=false;
如果(event.keyCode==40)down=false;
如果(event.keyCode==39)right=false;
如果(event.keyCode==37)left=false;
}

谢谢大家!

我现在看到几个问题:

  • paramMap
    及其内部函数
    movingGrid
    从未被任何人调用。您可能希望将它们挂接到
    ENTER\u FRAME
    事件侦听器,或者在用户按键时调用它们

  • grid
    vit
    T
    属性不在代码的这一部分,因此当我测试时,它抛出一个
    ReferenceError
    检查横向
    也是如此

解决这些问题后,栅格对象将正确移动。但因为这是一个空洞的电影唇,你还不能真正看到它。您需要向其添加可见子对象或移动现有对象。这是剥离的代码,正确地左右移动
网格

var grid:MovieClip = new MovieClip();

addChild(grid);

stage.addEventListener(KeyboardEvent.KEY_DOWN, pushin);
stage.addEventListener(KeyboardEvent.KEY_UP, pushout);

var right:Boolean = false;
var left:Boolean = false;
var up:Boolean = false;
var down:Boolean = false;

var lateral:Boolean = false;
var saute:Boolean = false;
var none:Boolean = true;

function paramMap():void
{

    grid.sens = int(right) - int(left);
    grid.up = int(up) - int(down);
    grid.jump =  -  int(up) * 11;
    none = ! right && ! left && ! up && ! down;
    lateral = right || left;


    var L:int;
    var C:int;
    var Ls:int;
    var Cs:int;
    var A:Object;
    var B:Object;
    var Y:Number;
    var P:Array;

    with (grid)
    {
        x +=  sens;
        L = y;
        C = x;
        Ls = (y - 1);
        Cs = (x + sens);
    }
}



function pushin(event:KeyboardEvent):void
{
    if (event.keyCode == 38)
    {
        up = true;
    }
    if (event.keyCode == 40)
    {
        down = true;
    }
    if (event.keyCode == 39)
    {
        right = true;
    }
    if (event.keyCode == 37)
    {
        left = true;
    }

    paramMap();
    trace(grid.x, grid.y);
}

function pushout(event:KeyboardEvent):void
{
    if (event.keyCode == 38)
    {
        up = false;
    }
    if (event.keyCode == 40)
    {
        down = false;
    }
    if (event.keyCode == 39)
    {
        right = false;
    }
    if (event.keyCode == 37)
    {
        left = false;
    }
}

你能澄清一下是什么问题吗?“它在运行,但键盘”并没有给出任何关于你们期望和发生了什么的线索。事实上。。。很抱歉,当我启动.swf Flash时没有注意到错误,因此,对于Flash,它可以工作,但是,当我尝试用键盘移动“网格”时,它无法工作…首先,我的网格不再显示,但Flash out window会通知我层“虚拟”移动(0 1 0 1 0 0 0 0 0)。谢谢,你给了我很大的帮助,但现在,我不知道如何在physic grid replacement上转换这些位置信息。你想做的是一个平铺游戏。这里有这样一个程序的教程:www.ironcoding.com/2011/02/flash-as3-tile-based-game-tutorial-pt-1-intro/实际上,不,我想做一个类似马里奥的游戏。。。打扰一下