3、把AirRaid.fla文件復制到項目文件夾下(省去
制作
界面)。點擊下面的"創(chuàng)建類"
圖標
,在彈出的創(chuàng)建類面板類:的文本框中填入文件名:AirRaid 單擊創(chuàng)建類按鈕。這樣類就創(chuàng)建好了并為我們寫好了類的框架,我們可以在框架中添加我們的代碼了。圖:創(chuàng)建類
圖:填入類名
圖:類的框架
package {
import flash.display.MovieClip;;
import flash.display.SimpleButton;
import flash.events.KeyboardEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
import flash.events.Event;
public class AirRaid extends MovieClip {
private var aagun:AAGun;//火炮
private var airplanes:Array;//飛機數(shù)組
private var bullets:Array;//子彈數(shù)組
public var leftArrow, rightArrow:Boolean;
private var nextPlane:Timer;//不定時生成飛機的計時器
private var shotsLeft:int;//得分文本
private var shotsHit:int;//子彈數(shù)文本
public function startAirRaid() {
// 初始化得分數(shù)和子彈數(shù)
shotsLeft = 20;
shotsHit = 0;
showGameScore();
// 生成炮加入到舞臺上
aagun = new AAGun();
addChild(aagun);
// 生成飛機、子彈數(shù)組
airplanes = new Array();
bullets = new Array();
// 鍵盤按下、釋放事件偵聽器
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
stage.addEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
// 進入幀事件偵聽器,檢測子彈擊中飛機的碰撞檢測。
addEventListener(Event.ENTER_FRAME,checkForHits);
// 生成下一架飛機
setNextPlane();
}
//不定時生成飛機
public function setNextPlane() {
//1000毫秒至2000毫秒之間生成一架飛機
nextPlane = new Timer(1000 + Math.random() * 1000,1);
//
nextPlane.addEventListener(TimerEvent.TIMER_COMPLETE,newPlane);
nextPlane.start();
}
public function newPlane(event:TimerEvent) {
// 隨機的邊、速度和高度
if (Math.random() > .5) {
var side:String = "left";
} else {
side = "right";
}
var altitude:Number = Math.random()*50+20;
var speed:Number = Math.random()*150+150;
// 生成飛機
var p:Airplane = new Airplane(side,speed,altitude);
addChild(p);
airplanes.push(p);
// set time for next plane
setNextPlane();
}
// 碰撞檢測
public function checkForHits(event:Event) {
for(var bulletNum:int=bullets.length-1;bulletNum>=0;bulletNum--){
for (var airplaneNum:int=airplanes.length-1;airplaneNum>=0;airplaneNum--) {
if (bullets[bulletNum].hitTestObject(airplanes[airplaneNum])) {
airplanes[airplaneNum].planeHit();
bullets[bulletNum].deleteBullet();
shotsHit++;
showGameScore();
break;
}
}
}
if ((shotsLeft == 0) && (bullets.length == 0)) {
endGame();
}
}
// 按下鍵盤
public function keyDownFunction(event:KeyboardEvent) {
if (event.keyCode == 37) {
leftArrow = true;
} else if (event.keyCode == 39) {
rightArrow = true;
} else if (event.keyCode == 32) {
fireBullet();
}
}
// 釋放鍵盤
public function keyUpFunction(event:KeyboardEvent) {
if (event.keyCode == 37) {
leftArrow = false;
} else if (event.keyCode == 39) {
rightArrow = false;
}
}
// 生成新的子彈
public function fireBullet() {
if (shotsLeft <= 0) return;
var b:Bullet = new Bullet(aagun.x,aagun.y,-300);
addChild(b);
bullets.push(b);
shotsLeft--;
showGameScore();
}
public function showGameScore() {
showScore.text = String("得分: "+shotsHit);
showShots.text = String("剩余子彈: "+shotsLeft);
}
// 從數(shù)組獲取飛機
public function removePlane(plane:Airplane) {
for(var i in airplanes) {
if (airplanes[i] == plane) {
airplanes.splice(i,1);
break;
}
}
}
// 獲取數(shù)組的一個子彈
public function removeBullet(bullet:Bullet) {
for(var i in bullets) {
if (bullets[i] == bullet) {
bullets.splice(i,1);
break;
}
}
}
// 游戲結(jié)束,移除界面上的東西。
public function endGame() {
// 移除飛機
for(var i:int=airplanes.length-1;i>=0;i--) {
airplanes[i].deletePlane();
}
airplanes = null;
aagun.deleteGun();
aagun = null;
// 移除偵聽器
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
stage.removeEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
removeEventListener(Event.ENTER_FRAME,checkForHits);
nextPlane.stop();
nextPlane = null;
gotoAndStop("gameover");
}
}
}
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