我正在使用AS3在闪光灯中制作一个自上而下的射击游戏,我在从WASD键移动到光标的船上发射子弹时遇到了一些麻烦。子弹创建得足够精细,但它们会随机向下移动,而不是在按空格时光标所在的位置。
这是子弹类的代码:
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.ui.Mouse;
import flash.events.MouseEvent;
import flash.geom.Point;
public class Bullet extends MovieClip
{
var speed:Number;
var moveX:Number;
var moveY:Number;
var shipX:Number;
var shipY:Number;
function Bullet(target:Ship)
{
speed = 20;
shipX = target.x;
shipY = target.y;
graphics.lineStyle(7,0x000000);
graphics.moveTo(-2,0);
graphics.lineTo(2,0);
graphics.lineStyle(3,0xffffff);
graphics.moveTo(-2,0);
graphics.lineTo(2,0);
addEventListener(Event.ADDED_TO_STAGE, onStage);
}
function onStage (e:Event)
{
/*addEventListener("enterFrame", enterFrame);
/*var mc =
var angleRadian = Math.atan2(mouseY - mc.y, mouseX - mc.x);
var angleDegree = angleRadian * 180 / Math.PI;
mc.rotation = angleDegree;*/
/*Ship.y += speed * Math.sin((Ship.rotation - 90) * (Math.PI / 180));
Ship.x += speed * Math.cos((Ship.rotation - 90) * (Math.PI / 180));*/
trace(stage.mouseY);
var cy:Number = stage.mouseY - shipY;
var cx:Number = stage.mouseX - shipX;
moveX = cx / cy;
moveY = (cy < 0) ? -1 : 1;
var Radians:Number = Math.atan2(cy,cx);
var Degrees:Number = Radians * 180 / Math.PI;*/
}
function enterFrame(e:Event)
{
/*this.x += speed;*/
this.x += moveX * speed;
this.y += moveY * speed;
if (this.x > 900)
{
removeEventListener("enterFrame",enterFrame);
stage.removeChild(this);
}
if (this.x < 0)
{
removeEventListener("enterFrame",enterFrame);
stage.removeChild(this);
}
if (this.y > 800)
{
removeEventListener("enterFrame",enterFrame);
stage.removeChild(this);
}
if (this.y < 0)
{
removeEventListener("enterFrame",enterFrame);
stage.removeChild(this);
}
for(var i in Enemy.list)
{
if(this.hitTestObject(Enemy.list[i]))
{
removeEventListener("enterFrame", enterFrame);
stage.removeChild(this);
Enemy.list[i].kill();
break;
}
}
}
}
}
任何帮助让子弹正常射击的帮助都会非常感激!
答案 0 :(得分:2)
x和y速度应分别是角度的cos和sin的结果(以弧度表示)。
即
var angle:Number = Math.atan2(cy, cx);
moveX = Math.cos(angle);
moveY = Math.sin(angle);
然后你将这两个乘以速度(你已经在做)。
此外,除非您想旋转图形,否则无需计算度数:
rotation = angle * 180 / Math.PI;