在以前的教程中我们讲解了利用Flash制作游戏的一些方法,比如碰撞的检测等,在这个教程中我们利用以前学的知识创建一个不错的迷宫游戏!该教程主要是Flash利用材质和遮照创建真实的小球动画的延续,利用创建好的小球滚动动画制作迷宫游戏。
在学习这个教程前请大家查看 利用材质和遮照创建真实的小球动画 教程。
在这篇教程中没有新的知识,就是利用一个舞台(地图),然后还有一个运动的小球实现的一个小的Flash游戏。在文章最后提供所有演示的源文件下载
一共制作了两个迷宫动画效果。
一、背景不动的迷宫游戏
准备好一幅背景之后,直接输入下面代码。
level = new Array();
_root.attachMovie("starz", "starz", 1);
_root.createEmptyMovieClip("bricks", 2);
level[0] = new Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0);
level[1] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1);
level[2] = new Array(1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1);
level[3] = new Array(1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1);
level[4] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[5] = new Array(1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1);
level[6] = new Array(1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1);
level[7] = new Array(1, 0, 1, 1, 0, 0, 0, 1, 0, 1, 0, 1);
level[8] = new Array(1, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1);
level[9] = new Array(1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1);
level[10] = new Array(0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1);
for (y=0; y<=10; y++) {
for (x=0; x<=11; x++) {
if (level[y][x] == 1) {
place_brick = bricks.attachMovie("brick", "brick_"+bricks.getNextHighestDepth(), bricks.getNextHighestDepth(), {_x:x*40+30, _y:y*40+30});
}
}
}
_root.attachMovie("ball", "ball", _root.getNextHighestDepth(), {_x:30, _y:30});
ball.texture.setMask(ball.ball_itself);
power = 0.4;
yspeed = 0;
xspeed = 0;
friction = 0.99;
ball.onEnterFrame = function() {
if (Key.isDown(Key.LEFT)) {
xspeed -= power;
}
if (Key.isDown(Key.RIGHT)) {
xspeed += power;
}
if (Key.isDown(Key.UP)) {
yspeed -= power;
}
if (Key.isDown(Key.DOWN)) {
yspeed += power;
}
xspeed *= friction;
yspeed *= friction;
this._y += yspeed;
this._x += xspeed;
this.texture._y += yspeed;
this.texture._x += xspeed;
if (this.texture._x>53) {
this.texture._x -= 63;
}
if (this.texture._x<-53) {
this.texture._x += 63;
}
if (this.texture._y>53) {
this.texture._y -= 63;
}
if (this.texture._y<-53) {
this.texture._y += 63;
}
brick_x = Math.floor((this._x-10)/40);
brick_y = Math.floor((this._y-10)/40);
if (level[brick_y][brick_x]!=1) {this._x = 30;
this._y = 30;
xspeed = 0;
yspeed = 0;
}
};
演示效果(具体代码就不给讲解了,如果你想进一步深入可以看源文件):
二、背景也移动的迷宫游戏
再来一个背景移动的迷宫特效动画。
level = new Array();
_root.attachMovie("starz", "starz", 1, {_x:-20, _y:-20});
_root.createEmptyMovieClip("bricks", 2);
level[0] = new Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0);
level[1] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1);
level[2] = new Array(1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1);
level[3] = new Array(1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1);
level[4] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[5] = new Array(1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1);
level[6] = new Array(1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1);
level[7] = new Array(1, 0, 1, 1, 0, 0, 0, 1, 0, 1, 0, 1);
level[8] = new Array(1, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1);
level[9] = new Array(1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1);
level[10] = new Array(0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1);
for (y=0; y<=10; y++) {
for (x=0; x<=11; x++) {
if (level[y][x] == 1) {
place_brick = bricks.attachMovie("brick", "brick_"+bricks.getNextHighestDepth(), bricks.getNextHighestDepth(), {_x:x*80, _y:y*80});
}
}
}
_root.attachMovie("ball", "ball", _root.getNextHighestDepth(), {_x:240, _y:220});
bricks._x = 240;
bricks._y = 220;
ball.texture.setMask(ball.ball_itself);
power = 0.4;
yspeed = 0;
xspeed = 0;
friction = 0.99;
ball.onEnterFrame = function() {
if (Key.isDown(Key.LEFT)) {
xspeed -= power;
}
if (Key.isDown(Key.RIGHT)) {
xspeed += power;
}
if (Key.isDown(Key.UP)) {
yspeed -= power;
}
if (Key.isDown(Key.DOWN)) {
yspeed += power;
}
xspeed *= friction;
yspeed *= friction;
bricks._y -= yspeed;
bricks._x -= xspeed;
starz._x = -20+((bricks._x-240)/10);
starz._y = -20+((bricks._y-220)/10);
this.texture._y += yspeed;
this.texture._x += xspeed;
if (this.texture._x>53) {
this.texture._x -= 63;
}
if (this.texture._x<-53) {
this.texture._x += 63;
}
if (this.texture._y>53) {
this.texture._y -= 63;
}
if (this.texture._y<-53) {
this.texture._y += 63;
}
brick_x = Math.floor((bricks._x-200)/80)*-1;
brick_y = Math.floor((bricks._y-180)/80)*-1;
if (level[brick_y][brick_x] != 1) {
bricks._x = 240;
bricks._y = 220;
starz._x = -20;
starz._y = -20;
xspeed = 0;
yspeed = 0;
}
};
演示效果(具体代码就不给讲解了,如果你想进一步深入可以看源文件):