将鼠标悬停在 DPAD 上有时会使角色在一个方向上无限移动
Hovering off DPAD sometimes makes character move infinitely in one direction
我的游戏中有一个 DPAD,当玩家按住左边的 DPAD 时,如果他将他的触摸移动到向上的 DPAD 然后我们走,玩家继续向左移动。
如果你按住 a 方向也有效,假设向上继续按住但离开向上 DPAD,有时你可能会继续朝那个方向前进。
我试图阻止的事情:
- 方向点击时,触发检查您是否在运动,或
已经转向不同的方向
- 设置碰撞强制这些变量变为假;又名,
你撞到了东西,inMotion = false,等等
这就是我能想到的所有解决方法。
此外,我在检查中使用了很多变量,将我的函数更改为 return 布尔值更好,还是这样好?只是好奇。
游戏Class
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Game extends MovieClip
{
public var area1:Boolean = true;
public var area2:Boolean = false;
public var area3:Boolean = false;
public var player1:Boolean = true;
public var player2:Boolean = false;
public var upWalkspeed:Number = -5;
public var downWalkspeed:Number = 5;
public var leftWalkspeed:Number = -5;
public var rightWalkspeed:Number = 5;
public var inMotion:Boolean = false;
public var goingUp:Boolean = false;
public var goingDown:Boolean = false;
public var goingLeft:Boolean = false;
public var goingRight:Boolean = false;
public var playerPosKeeper_mc:MovieClip = new mc_PlayerPosKeeper();
public var up_dpad:MovieClip = new dpad_Up();
public var down_dpad:MovieClip = new dpad_Down();
public var left_dpad:MovieClip = new dpad_Left();
public var right_dpad:MovieClip = new dpad_Right();
public var menu_dpad:MovieClip = new dpad_Menu();
public var run_dpad:MovieClip = new dpad_Menu();
public var barrierRoof1_game:MovieClip = new game_BarrierRoof();
public var barrierRoof2_game:MovieClip = new game_BarrierRoof();
public var barrierSide1_game:MovieClip = new game_BarrierSide();
public var barrierSide2_game:MovieClip = new game_BarrierSide();
public var StageCollisions:Array = new Array(barrierRoof1_game, barrierRoof2_game, barrierSide1_game, barrierSide2_game);
// fix MC goes after not before ||| public var player1States:Array = new Array(mc_P1D1,mc_P1D2,"mc_P1L1","mc_P1L2","mc_P1R1","mc_P1R2","mc_P1U1","mc_P1U2");
public function Game()
{
trace("SUCCESS | Constructed Game Class");
var aMove:Movement = new Movement(this);
addChild(aMove);
}
}
}
运动Class
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.TouchEvent;
import flash.net.dns.AAAARecord;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
public class Movement extends MovieClip
{
public function Movement(main:Game)
{
trace("SUCCESS | Constructed Movement Class");
addChild(main.playerPosKeeper_mc);
main.playerPosKeeper_mc.x = 384;
main.playerPosKeeper_mc.y = 46;
addChild(main.up_dpad);
main.up_dpad.x = 55;
main.up_dpad.y = 336;
addChild(main.down_dpad);
main.down_dpad.x = 57;
main.down_dpad.y = 432;
addChild(main.left_dpad);
main.left_dpad.x = 19;
main.left_dpad.y = 372;
addChild(main.right_dpad);
main.right_dpad.x = 118;
main.right_dpad.y = 372;
addChild(main.menu_dpad);
main.menu_dpad.x = 61;
main.menu_dpad.y = 377;
addChild(main.run_dpad);
main.run_dpad.x = 684;
main.run_dpad.y = 369;
addChild(main.barrierRoof1_game);
main.barrierRoof1_game.x = 0;
main.barrierRoof1_game.y = 0;
addChild(main.barrierRoof2_game);
main.barrierRoof2_game.x = 0;
main.barrierRoof2_game.y = 470;
addChild(main.barrierSide1_game);
main.barrierSide1_game.x = 0;
main.barrierSide1_game.y = 0;
addChild(main.barrierSide2_game);
main.barrierSide2_game.x = 790;
main.barrierSide2_game.y = 0;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
main.up_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, upBeginInput);
main.down_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, downBeginInput);
main.left_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, leftBeginInput);
main.right_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, rightBeginInput);
// Maybe add diagnol direction buttons in the future?;
// !! NOTE !!
// Use some sort of value, maybe a return or a variable to sync up animations
// to if the player is moving, in the future
// Movement Directions
// Start of UP Movement
function upBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = true;
main.goingDown = false;
main.goingLeft = false;
main.goingRight = false;
main.up_dpad.addEventListener(TouchEvent.TOUCH_END, upEndInput);
addEventListener(Event.ENTER_FRAME,sendUpMovement);
}
function upEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingUp = false;
main.up_dpad.removeEventListener(TouchEvent.TOUCH_END, upEndInput);
removeEventListener(Event.ENTER_FRAME,sendUpMovement);
}
function sendUpMovement():void
{
if (main.inMotion == true && main.goingUp == true && main.goingDown == false && main.goingLeft == false && main.goingRight == false)
{
movePlayer(0, main.upWalkspeed);
}
else
{
}
}
// End of UP Movement
// Start of DOWN Movement
function downBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = false;
main.goingDown = true;
main.goingLeft = false;
main.goingRight = false;
main.down_dpad.addEventListener(TouchEvent.TOUCH_END, downEndInput);
addEventListener(Event.ENTER_FRAME,sendDownMovement);
}
function downEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingDown = false;
main.down_dpad.removeEventListener(TouchEvent.TOUCH_END, downEndInput);
removeEventListener(Event.ENTER_FRAME,sendDownMovement);
}
function sendDownMovement():void
{
if (main.inMotion == true && main.goingUp == false && main.goingDown == true && main.goingLeft == false && main.goingRight == false)
{
movePlayer(0, main.downWalkspeed);
}
else
{
}
}
// End of DOWN Movement
// Start of LEFT Movement
function leftBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = false;
main.goingDown = false;
main.goingLeft = true;
main.goingRight = false;
main.left_dpad.addEventListener(TouchEvent.TOUCH_END, leftEndInput);
addEventListener(Event.ENTER_FRAME,sendLeftMovement);
}
function leftEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingLeft = false;
main.left_dpad.removeEventListener(TouchEvent.TOUCH_END, leftEndInput);
removeEventListener(Event.ENTER_FRAME,sendLeftMovement);
}
function sendLeftMovement():void
{
if (main.inMotion == true && main.goingUp == false && main.goingDown == false && main.goingLeft == true && main.goingRight == false)
{
movePlayer(main.leftWalkspeed, 0);
}
else
{
}
}
// End of LEFT Movement
// Start of RIGHT Movement
function rightBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = false;
main.goingDown = false;
main.goingLeft = false;
main.goingRight = true;
main.right_dpad.addEventListener(TouchEvent.TOUCH_END, rightEndInput);
addEventListener(Event.ENTER_FRAME,sendRightMovement);
}
function rightEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingRight = false;
main.right_dpad.removeEventListener(TouchEvent.TOUCH_END, rightEndInput);
removeEventListener(Event.ENTER_FRAME,sendRightMovement);
}
function sendRightMovement():void
{
if (main.inMotion == true && main.goingUp == false && main.goingDown == false && main.goingLeft == false && main.goingRight == true)
{
movePlayer(main.rightWalkspeed, 0);
}
else
{
}
}
// End of RIGHT Movement
function movePlayer(movementX:Number, movementY:Number):void
{
var originalX:Number = main.playerPosKeeper_mc.x;
var originalY:Number = main.playerPosKeeper_mc.y;
main.playerPosKeeper_mc.x += movementX;
if (checkCollision())
{
main.playerPosKeeper_mc.x = originalX;
}
main.playerPosKeeper_mc.y += movementY;
if (checkCollision())
{
main.playerPosKeeper_mc.y = originalY;
}
}
function checkCollision():Boolean
{
for each (var StageCollisions:MovieClip in main.StageCollisions)
{
if (main.playerPosKeeper_mc.hitTestObject(StageCollisions))
{
return true;
main.inMotion = false;
main.goingUp = false;
main.goingDown = false;
main.goingLeft = false;
main.goingRight = false;
}
}
return false;
}
}
}
}
在开始调试行为之前,您需要了解什么是算法方法。您有 4 段相似的代码,它们在细节上有所不同,使您的整个脚本太长且难以阅读且难以管理。指南如下:
var isMoving:Boolean;
var Direction:Point = new Point;
var Buttons:Array = [Up, Down, Left, Right];
// Subscribe all buttons for the same handlers and behaviors.
for each (var aButton:InteractiveObject in Buttons)
{
aButton.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
aButton.addEventListener(MouseEvent.MOUSE_OUT, onUp);
aButton.addEventListener(MouseEvent.MOUSE_UP, onUp);
}
function onDown(e:MouseEvent):void
{
// Figure which button was pressed.
switch (e.currentTarget)
{
case Up:
Direction.x = 0;
Direction.y = -1;
break;
case Down:
Direction.x = 0;
Direction.y = 1;
break;
case Left:
Direction.x = -1;
Direction.y = 0;
break;
case Up:
Direction.x = 1;
Direction.y = 0;
break;
}
// Now start moving Hero into the Direction.
if (!isMoving)
{
isMoving = true;
addEventListener(Event.ENTER_FRAME, onFrame);
}
}
function onFrame(e:Event):void
{
Hero.x += Direction.x;
Hero.y += Direction.y;
}
function onUp(e:MouseEvent):void
{
// If any of buttons is released or mouse out, stop moving Hero.
removeEventListener(Event.ENTER_FRAME, onFrame);
Direction.x = 0;
Direction.y = 0;
isMoving = false;
}
如您所见,算法方法的美妙之处在于您需要以不同方式处理仅 需要以不同方式处理的事情,在示例中(这与您要创建的非常相似)它是设置移动方向的块。所有按钮的其余代码都相同,这就是整个脚本简短易读、易于理解和管理的原因。
我的游戏中有一个 DPAD,当玩家按住左边的 DPAD 时,如果他将他的触摸移动到向上的 DPAD 然后我们走,玩家继续向左移动。
如果你按住 a 方向也有效,假设向上继续按住但离开向上 DPAD,有时你可能会继续朝那个方向前进。
我试图阻止的事情:
- 方向点击时,触发检查您是否在运动,或 已经转向不同的方向
- 设置碰撞强制这些变量变为假;又名, 你撞到了东西,inMotion = false,等等
这就是我能想到的所有解决方法。
此外,我在检查中使用了很多变量,将我的函数更改为 return 布尔值更好,还是这样好?只是好奇。
游戏Class
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Game extends MovieClip
{
public var area1:Boolean = true;
public var area2:Boolean = false;
public var area3:Boolean = false;
public var player1:Boolean = true;
public var player2:Boolean = false;
public var upWalkspeed:Number = -5;
public var downWalkspeed:Number = 5;
public var leftWalkspeed:Number = -5;
public var rightWalkspeed:Number = 5;
public var inMotion:Boolean = false;
public var goingUp:Boolean = false;
public var goingDown:Boolean = false;
public var goingLeft:Boolean = false;
public var goingRight:Boolean = false;
public var playerPosKeeper_mc:MovieClip = new mc_PlayerPosKeeper();
public var up_dpad:MovieClip = new dpad_Up();
public var down_dpad:MovieClip = new dpad_Down();
public var left_dpad:MovieClip = new dpad_Left();
public var right_dpad:MovieClip = new dpad_Right();
public var menu_dpad:MovieClip = new dpad_Menu();
public var run_dpad:MovieClip = new dpad_Menu();
public var barrierRoof1_game:MovieClip = new game_BarrierRoof();
public var barrierRoof2_game:MovieClip = new game_BarrierRoof();
public var barrierSide1_game:MovieClip = new game_BarrierSide();
public var barrierSide2_game:MovieClip = new game_BarrierSide();
public var StageCollisions:Array = new Array(barrierRoof1_game, barrierRoof2_game, barrierSide1_game, barrierSide2_game);
// fix MC goes after not before ||| public var player1States:Array = new Array(mc_P1D1,mc_P1D2,"mc_P1L1","mc_P1L2","mc_P1R1","mc_P1R2","mc_P1U1","mc_P1U2");
public function Game()
{
trace("SUCCESS | Constructed Game Class");
var aMove:Movement = new Movement(this);
addChild(aMove);
}
}
}
运动Class
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.TouchEvent;
import flash.net.dns.AAAARecord;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
public class Movement extends MovieClip
{
public function Movement(main:Game)
{
trace("SUCCESS | Constructed Movement Class");
addChild(main.playerPosKeeper_mc);
main.playerPosKeeper_mc.x = 384;
main.playerPosKeeper_mc.y = 46;
addChild(main.up_dpad);
main.up_dpad.x = 55;
main.up_dpad.y = 336;
addChild(main.down_dpad);
main.down_dpad.x = 57;
main.down_dpad.y = 432;
addChild(main.left_dpad);
main.left_dpad.x = 19;
main.left_dpad.y = 372;
addChild(main.right_dpad);
main.right_dpad.x = 118;
main.right_dpad.y = 372;
addChild(main.menu_dpad);
main.menu_dpad.x = 61;
main.menu_dpad.y = 377;
addChild(main.run_dpad);
main.run_dpad.x = 684;
main.run_dpad.y = 369;
addChild(main.barrierRoof1_game);
main.barrierRoof1_game.x = 0;
main.barrierRoof1_game.y = 0;
addChild(main.barrierRoof2_game);
main.barrierRoof2_game.x = 0;
main.barrierRoof2_game.y = 470;
addChild(main.barrierSide1_game);
main.barrierSide1_game.x = 0;
main.barrierSide1_game.y = 0;
addChild(main.barrierSide2_game);
main.barrierSide2_game.x = 790;
main.barrierSide2_game.y = 0;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
main.up_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, upBeginInput);
main.down_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, downBeginInput);
main.left_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, leftBeginInput);
main.right_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, rightBeginInput);
// Maybe add diagnol direction buttons in the future?;
// !! NOTE !!
// Use some sort of value, maybe a return or a variable to sync up animations
// to if the player is moving, in the future
// Movement Directions
// Start of UP Movement
function upBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = true;
main.goingDown = false;
main.goingLeft = false;
main.goingRight = false;
main.up_dpad.addEventListener(TouchEvent.TOUCH_END, upEndInput);
addEventListener(Event.ENTER_FRAME,sendUpMovement);
}
function upEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingUp = false;
main.up_dpad.removeEventListener(TouchEvent.TOUCH_END, upEndInput);
removeEventListener(Event.ENTER_FRAME,sendUpMovement);
}
function sendUpMovement():void
{
if (main.inMotion == true && main.goingUp == true && main.goingDown == false && main.goingLeft == false && main.goingRight == false)
{
movePlayer(0, main.upWalkspeed);
}
else
{
}
}
// End of UP Movement
// Start of DOWN Movement
function downBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = false;
main.goingDown = true;
main.goingLeft = false;
main.goingRight = false;
main.down_dpad.addEventListener(TouchEvent.TOUCH_END, downEndInput);
addEventListener(Event.ENTER_FRAME,sendDownMovement);
}
function downEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingDown = false;
main.down_dpad.removeEventListener(TouchEvent.TOUCH_END, downEndInput);
removeEventListener(Event.ENTER_FRAME,sendDownMovement);
}
function sendDownMovement():void
{
if (main.inMotion == true && main.goingUp == false && main.goingDown == true && main.goingLeft == false && main.goingRight == false)
{
movePlayer(0, main.downWalkspeed);
}
else
{
}
}
// End of DOWN Movement
// Start of LEFT Movement
function leftBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = false;
main.goingDown = false;
main.goingLeft = true;
main.goingRight = false;
main.left_dpad.addEventListener(TouchEvent.TOUCH_END, leftEndInput);
addEventListener(Event.ENTER_FRAME,sendLeftMovement);
}
function leftEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingLeft = false;
main.left_dpad.removeEventListener(TouchEvent.TOUCH_END, leftEndInput);
removeEventListener(Event.ENTER_FRAME,sendLeftMovement);
}
function sendLeftMovement():void
{
if (main.inMotion == true && main.goingUp == false && main.goingDown == false && main.goingLeft == true && main.goingRight == false)
{
movePlayer(main.leftWalkspeed, 0);
}
else
{
}
}
// End of LEFT Movement
// Start of RIGHT Movement
function rightBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = false;
main.goingDown = false;
main.goingLeft = false;
main.goingRight = true;
main.right_dpad.addEventListener(TouchEvent.TOUCH_END, rightEndInput);
addEventListener(Event.ENTER_FRAME,sendRightMovement);
}
function rightEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingRight = false;
main.right_dpad.removeEventListener(TouchEvent.TOUCH_END, rightEndInput);
removeEventListener(Event.ENTER_FRAME,sendRightMovement);
}
function sendRightMovement():void
{
if (main.inMotion == true && main.goingUp == false && main.goingDown == false && main.goingLeft == false && main.goingRight == true)
{
movePlayer(main.rightWalkspeed, 0);
}
else
{
}
}
// End of RIGHT Movement
function movePlayer(movementX:Number, movementY:Number):void
{
var originalX:Number = main.playerPosKeeper_mc.x;
var originalY:Number = main.playerPosKeeper_mc.y;
main.playerPosKeeper_mc.x += movementX;
if (checkCollision())
{
main.playerPosKeeper_mc.x = originalX;
}
main.playerPosKeeper_mc.y += movementY;
if (checkCollision())
{
main.playerPosKeeper_mc.y = originalY;
}
}
function checkCollision():Boolean
{
for each (var StageCollisions:MovieClip in main.StageCollisions)
{
if (main.playerPosKeeper_mc.hitTestObject(StageCollisions))
{
return true;
main.inMotion = false;
main.goingUp = false;
main.goingDown = false;
main.goingLeft = false;
main.goingRight = false;
}
}
return false;
}
}
}
}
在开始调试行为之前,您需要了解什么是算法方法。您有 4 段相似的代码,它们在细节上有所不同,使您的整个脚本太长且难以阅读且难以管理。指南如下:
var isMoving:Boolean;
var Direction:Point = new Point;
var Buttons:Array = [Up, Down, Left, Right];
// Subscribe all buttons for the same handlers and behaviors.
for each (var aButton:InteractiveObject in Buttons)
{
aButton.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
aButton.addEventListener(MouseEvent.MOUSE_OUT, onUp);
aButton.addEventListener(MouseEvent.MOUSE_UP, onUp);
}
function onDown(e:MouseEvent):void
{
// Figure which button was pressed.
switch (e.currentTarget)
{
case Up:
Direction.x = 0;
Direction.y = -1;
break;
case Down:
Direction.x = 0;
Direction.y = 1;
break;
case Left:
Direction.x = -1;
Direction.y = 0;
break;
case Up:
Direction.x = 1;
Direction.y = 0;
break;
}
// Now start moving Hero into the Direction.
if (!isMoving)
{
isMoving = true;
addEventListener(Event.ENTER_FRAME, onFrame);
}
}
function onFrame(e:Event):void
{
Hero.x += Direction.x;
Hero.y += Direction.y;
}
function onUp(e:MouseEvent):void
{
// If any of buttons is released or mouse out, stop moving Hero.
removeEventListener(Event.ENTER_FRAME, onFrame);
Direction.x = 0;
Direction.y = 0;
isMoving = false;
}
如您所见,算法方法的美妙之处在于您需要以不同方式处理仅 需要以不同方式处理的事情,在示例中(这与您要创建的非常相似)它是设置移动方向的块。所有按钮的其余代码都相同,这就是整个脚本简短易读、易于理解和管理的原因。