AS3 - 相对于角度移动数组对象

AS3 - Move Array objects relative to angle

我正在创建一个游戏,我需要以设定的速度将船只移向它们所面对的角度。我已经使用此代码在游戏的其他地方移动单个船只,但我认为将它们放在一个数组中会很复杂。

如有任何帮助,我们将不胜感激。

var ship1 = this.addChild(new Ship());
var ship2 = this.addChild(new Ship());
var ship3 = this.addChild(new Ship());
var ship4 = this.addChild(new Ship());

var shipSpeed1 = 10;

var shipArray: Array = [];

shipArray.push(ship1, ship2, ship3, ship4);

for (var i: int = 0; i < shipArray.length; i++) { 
var randomX: Number = Math.random() * stage.stageHeight;
var randomY: Number = Math.random() * stage.stageHeight;

shipArray[i].x = randomX;
shipArray[i].y = randomY;

shipArray[i].rotation = 90;

shipArray[i].x += Math.sin(shipArray[i].rotation * (Math.PI / 180)) * shipSpeed1;
shipArray[i].y -= Math.cos(shipArray[i].rotation * (Math.PI / 180)) * shipSpeed1;

}

我也在同一个函数中包含了它,但我也无法让它工作。我又一次成功了

if (shipArray[i].x < 0) { //This allows the boat to leave the scene and 
enter on the other side.
    shipArray[i].x = 750;
}
if (shipArray[i].x > 750) {
    shipArray[i].x = 0;
}
if (shipArray[i].y < 0) {
    shipArray[i].y = 600;
}
if (shipArray[i].y > 600) {
    shipArray[i].y = 0;
}

首先,您需要将代码分成 生成/初始化 阶段和 更新 阶段。

类似于以下内容:

var shipArray: Array = [];

//spawn and set initial values (first phase)
//spawn 4 new ships
var i:int;
for(i=0;i<4;i++){
    //instantiate the new ship
    var ship:Ship = new Ship();
    //add it to the array
    shipArray.push(ship);

    //set it's initial x/y value
    ship.x = Math.random() * (stage.stageWidth - ship.width);
    ship.y = Math.random() * (stage.stageHeight - ship.height);

    //set it's initial rotation
    ship.rotation = Math.round(Math.random() * 360);

    //set the ships speed (dynamic property)
    ship.speed = 10;

    //add the new ship to the display
    addChild(ship);
}

//NEXT, add an enter frame listener that runs an update function every frame tick of the application
this.addEventListener(Event.ENTER_FRAME, gameUpdate);

function gameUpdate(e:Event):void {
    //loop through each ship in the array
    for (var i: int = 0; i < shipArray.length; i++) { 
        //move it the direction it's rotated, the amount of it's speed property
        shipArray[i].x += Math.sin(shipArray[i].rotation * (Math.PI / 180)) * shipArray[i].speed;
        shipArray[i].y -= Math.cos(shipArray[i].rotation * (Math.PI / 180)) * shipArray[i].speed;
    }
}