用Flash制作一個類似彈弓的小游戲教程_Flash教程

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      利用Flash制作一個類似于彈弓的小游戲的教程,主要由Actionscript實現,代碼大家由淺入深來理解。

      思路是預備三個小球元件,然后使其中一個可以拖動,使之沿著一條線移動,計算一下移動的角度,最后實現類似彈弓的一個小游戲。友情提示,本文中的演示動畫在文章最后提供Fla源文件。

      啟動Flash首先我們繪制兩個元件,非常簡單的。繪制一個小球然后轉變為影片剪輯元件,同樣方法再建議一個不同顏色的小球的影片剪輯。

      用Flash制作一個類似彈弓的小游戲教程

      用Flash制作一個類似彈弓的小游戲教程

      然后在主場景中直接輸入如下代碼:

      attachMovie("sling", "sling_1", _root.getNextHighestDepth(), {_x:20, _y:200});
      attachMovie("sling", "sling_2", _root.getNextHighestDepth(), {_x:480, _y:200});
      attachMovie("ball", "ball", _root.getNextHighestDepth(), {_x:250, _y:100});
      _root.createEmptyMovieClip("elastic", _root.getNextHighestDepth());
      ball.onPress = function() {
      startDrag(this);
      };
      ball.onRelease = function() {
      stopDrag();
      };

      測試效果如下:

      然后我們通過修改上面的代碼,在兩個小球之間繪制一條線,可以隨中間小球任意移動。

      attachMovie("sling", "sling_1", _root.getNextHighestDepth(), {_x:20, _y:200});
      attachMovie("sling", "sling_2", _root.getNextHighestDepth(), {_x:480, _y:200});
      attachMovie("ball", "ball", _root.getNextHighestDepth(), {_x:250, _y:100});
      _root.createEmptyMovieClip("elastic", _root.getNextHighestDepth());
      ball.onPress = function() {
      startDrag(this);
      };
      ball.onRelease = function() {
      stopDrag();
      };
      elastic.onEnterFrame = function() {
      this.clear();
      this.lineStyle(2, 0x009900);
      this.moveTo(sling_1._x, sling_1._y);
      if (ball._y>182) {
      dist_x = ball._x-sling_1._x;
      dist_y = ball._y-sling_1._y;
      distance_from_sling = Math.sqrt(dist_x*dist_x dist_y*dist_y);
      elastic_length = Math.sqrt(distance_from_sling*distance_from_sling-18*18);
      angle = Math.atan2(dist_y, dist_x) Math.asin(18/distance_from_sling);
      this.lineTo(sling_1._x elastic_length*Math.cos(angle), sling_1._y elastic_length*Math.sin(angle));
      } else {
      this.lineTo(sling_2._x, sling_2._y);
      }
      this.moveTo(sling_2._x, sling_2._y);
      if (ball._y>182) {
      dist_x = ball._x-sling_2._x;
      dist_y = ball._y-sling_2._y;
      distance_from_sling = Math.sqrt(dist_x*dist_x dist_y*dist_y);
      elastic_length = Math.sqrt(distance_from_sling*distance_from_sling-18*18);
      angle = Math.atan2(dist_y, dist_x) Math.asin(18/distance_from_sling)*-1;
      this.lineTo(sling_2._x elastic_length*Math.cos(angle), sling_2._y elastic_length*Math.sin(angle));
      } else {
      this.lineTo(sling_2._x, sling_2._y);
      }
      };

      測試效果。

      在這里我們可以很輕松的計算出小球在線上的角度來。

      用Flash制作一個類似彈弓的小游戲教程

      稍微做一下改動。

      attachMovie("sling", "sling_1", _root.getNextHighestDepth(), {_x:20, _y:200});
      attachMovie("sling", "sling_2", _root.getNextHighestDepth(), {_x:480, _y:200});
      attachMovie("ball", "ball", _root.getNextHighestDepth(), {_x:250, _y:100});
      _root.createEmptyMovieClip("elastic", _root.getNextHighestDepth());
      xspeed = 0;
      yspeed = 0;
      fire = false;
      ball.onPress = function() {
      fire = false;
      startDrag(this);
      };
      ball.onRelease = function() {
      stopDrag();
      fire = true;
      };
      ball.onEnterFrame = function() {
      if (fire) {
      this._x = (xspeed*0.001);
      this._y = (yspeed*0.001);
      }
      };
      elastic.onEnterFrame = function() {
      this.clear();
      this.lineStyle(2, 0x009900);
      this.moveTo(sling_1._x, sling_1._y);
      if (ball._y>182) {
      dist_x = ball._x-sling_1._x;
      dist_y = ball._y-sling_1._y;
      distance_from_sling = Math.sqrt(dist_x*dist_x dist_y*dist_y);
      elastic_length = Math.sqrt(distance_from_sling*distance_from_sling-18*18);
      angle = Math.atan2(dist_y, dist_x) Math.asin(18/distance_from_sling);
      saved_angle = angle;
      this.lineTo(sling_1._x elastic_length*Math.cos(angle), sling_1._y elastic_length*Math.sin(angle));
      this.lineTo(ball._x,ball._y);
      } else {
      this.lineTo(sling_2._x, sling_2._y);
      }
      this.moveTo(sling_2._x, sling_2._y);
      if (ball._y>182) {
      dist_x = ball._x-sling_2._x;
      dist_y = ball._y-sling_2._y;
      distance_from_sling = Math.sqrt(dist_x*dist_x dist_y*dist_y);
      elastic_length = Math.sqrt(distance_from_sling*distance_from_sling-18*18);
      angle = Math.atan2(dist_y, dist_x) Math.asin(18/distance_from_sling)*-1;
      this.lineTo(sling_2._x elastic_length*Math.cos(angle), sling_2._y elastic_length*Math.sin(angle));
      this.lineTo(ball._x,ball._y);
      } else {
      this.lineTo(sling_2._x, sling_2._y);
      }
      };

      測試效果如下。

      最后我們讓小球自動運動或者你可以用鼠標拖動小球。

      var ball:MovieClip = _root.attachMovie("ball", "ball", 2, {_x:250, _y:100});
      var elastic:MovieClip = _root.createEmptyMovieClip("elastic", 1);
      var point1:MovieClip = _root.attachMovie("sling", "point1", 3, {_x:50, _y:200});
      var point2:MovieClip = _root.attachMovie("sling", "point2", 4, {_x:450, _y:200});
      var gravity = 0.1;
      var angle1:Number = 0;
      var angle2:Number = 0;
      var radius:Number = 13.0;
      // Or whatever half the width of your ball is.
      var elasticCoefficient:Number = 0.001;
      // This number will affect the stretchiness of the sling. The greater the number
      // the tighter the elastic will be.
      var released:Boolean = true;
      var forced:Boolean = false;
      var acc:Object = {x:0, y:0};
      var vel:Object = {x:0, y:0};
      _root.onMouseDown = function() {
      ball._x = _root._xmouse;
      ball._y = _root._ymouse;
      ball.startDrag();
      _root.released = false;
      vel.x = 0;
      vel.y = 0;
      };
      _root.onMouseUp = function() {
      ball.stopDrag();
      _root.released = true;
      };
      ball.onPress = function() {
      ball.startDrag();
      _root.released = false;
      vel.x = 0;
      vel.y = 0;
      };
      ball.onRelease = function() {
      ball.stopDrag();
      _root.released = true;
      };
      _root.onEnterFrame = function() {
      elastic.clear();
      elastic.lineStyle(3, 0xFF0000);
      if (released) {
      ball._x = vel.x;
      ball._y = vel.y;
      }
      if (ball._y>=187) {
      /* This area differs from the code in the tutorial.
      The reason for that is I didn't read the code, I just looked at the examples.
      I try to gain experience with problem-solving by doing things as close to by myself as possible. */
      forced = true;
      var x1:Number = ball._x-point1._x;
      var y1:Number = ball._y-point1._y;
      var x2:Number = point2._x-ball._x;
      var y2:Number = point2._y-ball._y;
      var distance1:Number = Math.sqrt(x1*x1 y1*y1);
      var distance2:Number = Math.sqrt(x2*x2 y2*y2);
      _root.angle1 = Math.atan2(y1, x1);
      _root.angle2 = Math.atan2(y2, x2);
      var xOffset:Number = Math.cos(angle1 Math.PI/2)*radius;
      var yOffset:Number = Math.sin(angle1 Math.PI/2)*radius;
      var xOffset2:Number = Math.cos(angle2 Math.PI/2)*radius;
      var yOffset2:Number = Math.sin(angle2 Math.PI/2)*radius;
      angle1 = Math.sin(radius/distance1);
      angle2 = Math.sin(radius/distance2)*-1;
      elastic.moveTo(point1._x, point1._y);
      elastic.lineTo(ball._x xOffset, ball._y yOffset);
      elastic.moveTo(point2._x, point2._y);
      elastic.lineTo(ball._x xOffset2, ball._y yOffset2);
      } else {
      forced = false;
      elastic.moveTo(point1._x, point1._y);
      elastic.lineTo(point2._x, point2._y);
      }
      acc.x = 0;
      acc.y = 0;
      acc.y = gravity;
      if (released && forced) {
      /* This section applies the force of the sling to the ball in terms of acceleration based on the stretching of
      the sling, in the direction of the displacement, scaled by a coefficient that also encapsulates the mass of
      the ball. */
      acc.x = distance1*Math.sin(angle2)*elasticCoefficient;
      acc.y = -distance1*Math.cos(angle1)*elasticCoefficient;
      acc.x = distance2*Math.sin(angle1)*elasticCoefficient;
      acc.y = -distance2*Math.cos(angle2)*elasticCoefficient;
      }
      if (released) {
      vel.x = acc.x;
      vel.y = acc.y;
      }
      };

      測試最終效果。

      以上演示動畫的所有Fla源文件提供下載:點擊這里下載源文件(解壓密碼:www.wf0088.com)

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      來源:網頁教學網//所屬分類:Flash教程/更新時間:2008-03-05
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