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こんにちは、スペースインベーダーに似たゲームを作成しようとしましたが、hitTestObject を作成するのが難しいことがわかりました。そのため、エイリアンブレットが mc_gun に命中すると、プレイヤーはライフを失い、失われた 3 つのライフがゲームオーバーになり、名前を入力してハイスコアテーブルに参加できる画面。

私はまだ次のことをしなければなりませんが、どこから始めればよいかわかりません...

プレイヤーのライフを 3 つ作成します。すべてのライフがなくなったらエンドゲーム。名前画面に入るとハイスコアテーブル。

どんな助けでも大歓迎です。

ドキュメントの本文にある私のコーディングは次のとおりです...

stop();
var score:Number = 0;
var livesLeft:Number = 3;

var lifesArray:Array = new Array();
lifesArray.push(life1);
lifesArray.push(life2);
lifesArray.push(life3);

addEventListener(Event.ENTER_FRAME, pulse);

function pulse(event:Event):void
{
    checkForHitOnGun();
    checkForHitOnAliens();
    checkForBulletOnBulletHit();
    //checkEndGameCondition 
}

function checkForHitOnGun()
{
    for (var i=0; i<numChildren; i++)
    {
        if (getChildAt(i) is alienbullet)
        {
            var mc_alienbullet:MovieClip = getChildAt(i) as MovieClip;
            for (var j=0; j<numChildren; j++)
            {
                if (getChildAt(j) is gun)
                {
                    var mc_gun:MovieClip = getChildAt(j) as MovieClip;
                    if (mc_alienbullet.hitTestObject(mc_gun))
                    {

                    health -= 10;
                    if (health<1){
                        if(livesLeft<1){
                            gotoAndPlay(2);
                            removeChild(mc_gun);
                            stage.removeEventListener(Event.ENTER_FRAME,pulse);


                        }
                        livesLeft--;
                        lifesArray[livesLeft].visible = false;

                        health=100;
                        if (livesLeft == 0){
                            (endGo);
                            gotoAndPlay(2);
                        }
                    }
                    trace("health =" +health);
                    }
                }
            }
        }
    }
}


function checkForHitOnAliens()
{
    for (var i=0; i<numChildren; i++)
    {
        if (getChildAt(i) is bullet)
        {
            var mc_bullet:MovieClip = getChildAt(i) as MovieClip;
            for (var j=0; j<numChildren; j++)
            {
                if (getChildAt(j) is alien)
                {
                    var mc_alien:MovieClip = getChildAt(j) as MovieClip;
                    if (mc_bullet.hitTestObject(mc_alien))
                    {
                        var tobeDestroyed:MovieClip;
                        if (mc_alien.x > mc_bullet.x)
                        {
                            tobeDestroyed = mc_alien;
                        }
                        else
                        {
                            tobeDestroyed = mc_alien;
                        }
                        var bomb_mc:explosion = new explosion();
                        bomb_mc.x = tobeDestroyed.x;
                        bomb_mc.y = tobeDestroyed.y;

                        var addspaceship:alien = new alien();

                        addspaceship.x = 600;
                        addspaceship.y = Math.random()*(stage.stageHeight);

                        tobeDestroyed.destroy();
                        addChild(bomb_mc);
                        addChild(addspaceship);
                        score++;

                        return;
                    }
                }
                tb_score.text = "" + score;
            }
        }
    }
}

function checkForBulletOnBulletHit()
{
    for (var i=0; i<numChildren; i++)
    {
        if (getChildAt(i) is bullet)
        {
            var mc_bullet:MovieClip = getChildAt(i) as MovieClip;
            for (var j=0; j<numChildren; j++)
            {
                if (getChildAt(j) is alienbullet)
                {
                    var mc_alienbullet:MovieClip = getChildAt(j) as MovieClip;
                    if (mc_bullet.hitTestObject(mc_alienbullet))
                    {
                        var tobeDestroyed:MovieClip;
                        if (mc_bullet.x > mc_alienbullet.x)
                        {
                            tobeDestroyed = mc_bullet;
                        }
                        else
                        {
                            tobeDestroyed = mc_alienbullet;

                        }
                        /*score++;
                        tb_score.text = "" + score;*/
                        var bomb_mc:explosion = new explosion();
                        bomb_mc.x = tobeDestroyed.x;
                        bomb_mc.y = tobeDestroyed.y;

                        tobeDestroyed.destroy();
                        addChild(bomb_mc);
                        /*if (mc_bullet.hitTestObject(mc_alienbullet))
                        {
                        score++;
                        mc_bullet.gotoAndPlay(2);
                        }*/
                        score++;

                        return;
                    }
                    tb_score.text = "" + score;
                }
            }
        }
    }
}
//mc_gun would make the bullet fire only if the gun is clicked. 
//the game is to difficult so i changed it to stage. to make the whole stage the fireing area.
stage.addEventListener(MouseEvent.CLICK, fire);

function fire(event:MouseEvent):void
{
    var bulletfire:bullet = new bullet();
    bulletfire.x = mc_gun.x - 20 + mc_gun.width;
    bulletfire.y = mc_gun.y;
    addChild(bulletfire);
}

mc_banner.addEventListener(MouseEvent.CLICK, startGo);

function startGo(event:MouseEvent):void
{
    mc_banner.visible = false;
    mc_instructions.visible = false;
    mc_highscore.visible = false;
    mc_gun.visible = true;
    tb_score.visible = true;
    addEventListener(Event.ENTER_FRAME, pulse);
    var initialspaceship:alien=new alien();

    initialspaceship.x = 600;
    initialspaceship.y=Math.random()*(stage.stageHeight);
    addChild(initialspaceship);

}

function endGo()
{
    mc_gun.visible = false;
    tb_score.visible = false;
    removeEventListener(Event.ENTER_FRAME, pulse);
    mc_banner.visible = true;
    livesLeft--;
    lifesArray[livesLeft].visible = false;
} 
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