function ProcessCollisions():void{
//respawn if player died
if(percentHP == 0){
Player.x = _startMarker.x;
Player.y = _startMarker.y;
Gun.x = Player.x;
Gun.y = Player.y - 45;
_boundaries.x = 0;
_boundaries.y = 0;
Player.vy = 0;
currentHP = maxHP;
}
//when Player is Falling
if(Player.vy > 0){
//Otherwise process collisions of boundaires
var collision:Boolean = false;
if(_boundaries.hitTestPoint(Player.x, Player.y, true)){collision = true;}
if(collision == true){
while(collision == true){
Player.y -= 0.1;
Gun.y -= 0.1;
collision = false;
if(_boundaries.hitTestPoint(Player.x, Player.y, true)){collision = true;}
}
trace("Collision is " + collision);
currentHP -= Player.vy * .1
Player.vy = 0;
Gun.vy = 0;
JumpCount = 0;
}
}
}
私の衝突処理は上にあります...私は_boundaries内のオブジェクトと衝突しているときでさえ、衝突ブール値が常にfalseとして返されるというこの問題を抱えています。whileループが常にプレーヤーを境界から引き離し、プレーヤーが無限にその境界に陥っているように見えるため、プレーヤーに揺れの効果をもたらします...誰かがこれを手伝ってくれるでしょうか?また、Enter Frame Timerによって呼び出されるフレームハンドラーで、Player.vyにさらにいくつかの変更を加えます。これは以下に含まれています。
function FrameHandler(e:Event):void{
//If Statements to slow character
if(aKeyPressed == false && Player.vx > 0){
Player.vx -= 1
}
else if(dKeyPressed == false && Player.vx < 0){
Player.vx += 1
}
//Gravitates Player
Player.vy += 1.5;
//Controls arrays of bullets for Weapons
//Process Collisions
ProcessCollisions();
//Scroll Stage
scrollStage();
//Attunes for multiple keypresses
MultipleKeypresses();
//Keeps Gun attached to Players Arm
Gun.x = Player.x
Gun.y = Player.y - 45;
if(sKeyPressed){
Gun.y = Player.y - 13;
Gun.x = Player.x + 8;
}
//Checks Health
updateHealthBar()
//move Player and Gun
Gun.y += Player.vy;
Gun.x += Player.vx;
Player.x += Player.vx;
Player.y += Player.vy;
}