由浅入深学习Flash制作高射炮游戏(续)-Flash教程

来源: 作者: 更新时间:2008-03-04 点击:

  接着上篇:我们制作一个完整的游戏。

  上篇讲到了,可以设置一定角度发炮弹了!这时接着做,首先我们把炮弹去掉,只要炮弹出来舞台左、右和下我们就将该MC去掉。

  代码:

Mouse.hide();
gravity = 2;
attachMovie(\"crosshair\", \"crosshair\", 1);
attachMovie(\"tank\", \"tank\", 2, {_x:230, _y:350});
crosshair.onEnterFrame = function() {
this._x = _xmouse;
this._y = _ymouse;
};
tank.onEnterFrame = function() {
mousex = _xmouse-this._x;
mousey = (_ymouse-this._y)*-1;
angle = Math.atan(mousey/mousex)/(Math.PI/180);
if (mousex<0) {
angle = 180;
}
if (mousex>=0 && mousey<0) {
angle = 360;
}
if (angle>160) {
angle = 160;
}
if (angle<20) {
angle = 20;
}
firepower = Math.sqrt(mousex*mousex mousey*mousey);
if (firepower>200) {
firepower = 200;
}
this.cannon._rotation = angle*-1;
};
function onMouseDown() {
angle = tank.cannon._rotation-1;
start_ball_x = tank._x 48*Math.cos(angle*Math.PI/180);
start_ball_y = tank._y 48*Math.sin(angle*Math.PI/180);
cannonball_fired = attachMovie(\"cannonball\", \"cannonball_\" _root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y});
cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower;
cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower;
cannonball_fired.onEnterFrame = function() {
this.diry = gravity;
this._x = this.dirx/30;
this._y = this.diry/30;
if ((this._x<0) or (this._x>500) or (this._y>350)) {
this.removeMovieClip();
}
};
}

  效果(速度明显变快了):

  然后再继续完善,设置同一时间开火的次数。

Mouse.hide();
gravity = 2;
fired = 0;
max_firepower = 3;
attachMovie(\"crosshair\", \"crosshair\", 1);
attachMovie(\"tank\", \"tank\", 2, {_x:230, _y:350});
crosshair.onEnterFrame = function() {
this._x = _xmouse;
this._y = _ymouse;
};
tank.onEnterFrame = function() {
mousex = _xmouse-this._x;
mousey = (_ymouse-this._y)*-1;
angle = Math.atan(mousey/mousex)/(Math.PI/180);
if (mousex<0) {
angle = 180;
}
if (mousex>=0 && mousey<0) {
angle = 360;
}
if (angle>160) {
angle = 160;
}
if (angle<20) {
angle = 20;
}
firepower = Math.sqrt(mousex*mousex mousey*mousey);
if (firepower>200) {
firepower = 200;
}
this.cannon._rotation = angle*-1;
};
function onMouseDown() {
if (fired fired ;
angle = tank.cannon._rotation-1;
start_ball_x = tank._x 48*Math.cos(angle*Math.PI/180);
start_ball_y = tank._y 48*Math.sin(angle*Math.PI/180);
cannonball_fired = attachMovie(\"cannonball\", \"cannonball_\" _root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y});
cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower;
cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower;
cannonball_fired.onEnterFrame = function() {
this.diry = gravity;
this._x = this.dirx/30;
this._y = this.diry/30;
if (this._y>350) {
this.removeMovieClip();
fired--;
}
};
}
}

  效果(你这时连续按鼠标试试!)

  在舞台上加上一个地面。

Mouse.hide();
gravity = 2;
fired = 0;
max_firepower = 3;
attachMovie(\"crosshair\", \"crosshair\", 1);
attachMovie(\"tank\", \"tank\", 2, {_x:295, _y:255});
attachMovie(\"ground\", \"ground\", 3, {_x:0, _y:200});
crosshair.onEnterFrame = function() {
this._x = _xmouse;
this._y = _ymouse;
};
tank.onEnterFrame = function() {
mousex = _xmouse-this._x;
mousey = (_ymouse-this._y)*-1;
angle = Math.atan(mousey/mousex)/(Math.PI/180);
if (mousex<0) {
angle = 180;
}
if (mousex>=0 && mousey<0) {
angle = 360;
}
if (angle>160) {
angle = 160;
}
if (angle<20) {
angle = 20;
}
firepower = Math.sqrt(mousex*mousex mousey*mousey);
if (firepower>200) {
firepower = 200;
}
this.cannon._rotation = angle*-1;
};
function onMouseDown() {
if (fired fired ;
angle = tank.cannon._rotation-1;
start_ball_x = tank._x 48*Math.cos(angle*Math.PI/180);
start_ball_y = tank._y 48*Math.sin(angle*Math.PI/180);
cannonball_fired = attachMovie(\"cannonball\", \"cannonball_\" _root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y});
cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower;
cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower;
cannonball_fired.onEnterFrame = function() {
this.diry = gravity;
this._x = this.dirx/30;
this._y = this.diry/30;
if ((this._y>350) or (ground.hitTest(this._x, this._y, true))) {
this.removeMovieClip();
fired--;
}
};
}
}

  效果如下:

  然后再加上一个敌人。

Mouse.hide();
gravity = 2;
fired = 0;
max_firepower = 3;
place_enemy();
attachMovie(\"crosshair\", \"crosshair\", 1);
attachMovie(\"tank\", \"tank\", 2, {_x:295, _y:255});
attachMovie(\"ground\", \"ground\", 3, {_x:0, _y:200});
crosshair.onEnterFrame = function() {
this._x = _xmouse;
this._y = _ymouse;
};
tank.onEnterFrame = function() {
mousex = _xmouse-this._x;
mousey = (_ymouse-this._y)*-1;
angle = Math.atan(mousey/mousex)/(Math.PI/180);
if (mousex<0) {
angle = 180;
}
if (mousex>=0 && mousey<0) {
angle = 360;
}
if (angle>160) {
angle = 160;
}
if (angle<20) {
angle = 20;
}
firepower = Math.sqrt(mousex*mousex mousey*mousey);
if (firepower>200) {
firepower = 200;
}
this.cannon._rotation = angle*-1;
};
function onMouseDown() {
if (fired fired ;
angle = tank.cannon._rotation-1;
start_ball_x = tank._x 48*Math.cos(angle*Math.PI/180);
start_ball_y = tank._y 48*Math.sin(angle*Math.PI/180);
cannonball_fired = attachMovie(\"cannonball\", \"cannonball_\" _root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y});
cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower;
cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower;
cannonball_fired.onEnterFrame = function() {
this.diry = gravity;
this._x = this.dirx/30;
this._y = this.diry/30;
if ((this._y>350) or (ground.hitTest(this._x, this._y, true))) {
this.removeMovieClip();
fired--;
}
};
}
}
function place_enemy() {
enemy_placed = attachMovie(\"enemy\", \"enemy\", _root.getNextHighestDepth(), {_x:0, _y:350});
enemy_placed.yspeed = 0;
enemy_placed.onEnterFrame = function() {
this.yspeed = gravity/10;
this._x ;
while (_root.ground.hitTest(this._x this._width/2, this._y this._height, true)) {
this._y--;
this.yspeed = 0;
}
if (!_root.ground.hitTest(this._x this._width/2, this._y this._height 1, true)) {
this._y = this.yspeed;
} else {
this.yspeed = 0;
}
if (this._x>500) {
this.removeMovieClip();
place_enemy();
}
};
}

  效果如下:

  最后完成。

Mouse.hide();
gravity = 2;
fired = 0;
max_firepower = 3;
place_enemy();
attachMovie(\"crosshair\", \"crosshair\", 1);
attachMovie(\"tank\", \"tank\", 2, {_x:295, _y:255});
attachMovie(\"ground\", \"ground\", 3, {_x:0, _y:200});
crosshair.onEnterFrame = function() {
this._x = _xmouse;
this._y = _ymouse;
};
tank.onEnterFrame = function() {
mousex = _xmouse-this._x;
mousey = (_ymouse-this._y)*-1;
angle = Math.atan(mousey/mousex)/(Math.PI/180);
if (mousex<0) {
angle = 180;
}
if (mousex>=0 && mousey<0) {
angle = 360;
}
if (angle>160) {
angle = 160;
}
if (angle<20) {
angle = 20;
}
firepower = Math.sqrt(mousex*mousex mousey*mousey);
if (firepower>200) {
firepower = 200;
}
this.cannon._rotation = angle*-1;
};
function onMouseDown() {
if (fired fired ;
angle = tank.cannon._rotation-1;
start_ball_x = tank._x 48*Math.cos(angle*Math.PI/180);
start_ball_y = tank._y 48*Math.sin(angle*Math.PI/180);
cannonball_fired = attachMovie(\"cannonball\", \"cannonball_\" _root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y});
cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower;
cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower;
cannonball_fired.onEnterFrame = function() {
this.diry = gravity;
this._x = this.dirx/30;
this._y = this.diry/30;
if ((this._y>350) or (ground.hitTest(this._x, this._y, true))) {
this.removeMovieClip();
fired--;
}
if (enemy.hitTest(this._x, this._y, true)) {
this.removeMovieClip();
enemy.removeMovieClip();
fired--;
place_enemy();
}
};
}
}
function place_enemy() {
enemy_placed = attachMovie(\"enemy\", \"enemy\", _root.getNextHighestDepth(), {_x:0, _y:350});
enemy_placed.yspeed = 0;
enemy_placed.onEnterFrame = function() {
this.yspeed = gravity/10;
this._x ;
while (_root.ground.hitTest(this._x this._width/2, this._y this._height, true)) {
this._y--;
this.yspeed = 0;
}
if (!_root.ground.hitTest(this._x this._width/2, this._y this._height 1, true)) {
this._y = this.yspeed;
} else {
this.yspeed = 0;
}
if (this._x>500) {
this.removeMovieClip();
place_enemy();
}
};
}

  最终简单游戏:

  本教程中所用到所有源文件下载:点击这里下载源文件

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