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Flash AS3教程:Direction类和Dot类

  • 2022-02-04
  • 来源/作者: PS.ONEGREEN.ORG    / 佚名    
  • 5 次浏览

  前面讲述了Flash as3教程:OutDisplay类,本篇对Direction类的方法属性和Dot的更新部分讲解。

  关于该例子的教程请关注第九篇笔记!

  即将出Direction类与Dot类的实战使用教程,本篇只对Direction类的方法属性和Dot的更新部分讲解

  首先是

  index.base.game.Direction类

  作用:控制飞机游戏,坦克游戏,或者一些和方向有关的方向按键操作

  构造函数:

  public function Direction(_area:InteractiveObject,isSole:Boolean = false,_up:uint = 38,_down:uint = 40,_left:uint = 37,_right:uint = 39)

  参数一:方向键的作用区域,如果_area当前不是焦点,那么是侦听不到键盘事件的,一般这儿都是使用Stage做为作用区域

  参数二:是否为单向事件触发,如果为false,那么按了什么键就是什么,可以同时触发上和左等两个或者两个以上的事件,反之以最后按的那个键为准

  参数三,四,五,六:按键的键值,默认为38,40,37,39,分别是方向键的上下左右!

  start方法:

  public function start():void

  开始捕获事件,当触发构造函数,将自动执行start方法

  stop方法:

  public function stop():void

  停止捕获事件

  setKey方法:

  public function setKey(num:uint,vars:uint):void

  设置按键键值

  参数一:方向键标识,请参考该类的常量属性

  参数二:按键键值

  常量属性:

  public static const UP:uint = 0;

  public static const DOWN:uint = 1;

  public static const LEFT:uint = 2;

  public static const RIGHT:uint = 3;

  分别代表:上下左右的方向键标识

  clear方法:

  public function clear():void

  清除所有方向记录

  area属性:

  public var area:InteractiveObject

  返回作用区域

  sole属性:

  public var sole:Boolean

  返回是否单向操作

  DirectionEvent.DO事件:

  当有方向键是按下去的时候,则会发布事件,事件中含有up,down,left,right,4个属性,分别表示哪几个键是按下去的!

  ========== 气 死 你 的 分 割 线 ==========

  Dot类在前面的整理笔记中,曾经说过,这次是更新类的方法和属性

  增加了旋转属性,并且可以计算当前方向的某距离后的点

  以下只对更新的方法和属性进行讲解:其他的请看老的整理笔记:

  go方法:

  public function go(num:Number,isChange:Boolean = false):Dot

  参数一,表示面向旋转方向前进多少的距离

  参数二,表示是否也跟新该点基于num变化之后的点坐标

  clear方法:

  public function clear():void

  清空绑定对象的引用

  r 属性:

  public function set r(num:Number):void

  public function get r():Number

  旋转属性的设置,如果isListener值为真,则改变旋转值会触发R_CHANGE的事件

  Direction类源代码:

  CODE:

package index.base.game{
    
    import flash.events.EventDispatcher;
    import flash.events.KeyboardEvent;
    import flash.events.Event;
    import flash.display.InteractiveObject;
    
    import index.base.events.DirectionEvent;
    
    public class Direction extends EventDispatcher{
        
        //方向表示
        public static const UP:uint = 0;
        public static const DOWN:uint = 1;
        public static const LEFT:uint = 2;
        public static const RIGHT:uint = 3;
        
        //作用区域
        public var area:InteractiveObject;
        //是否单向
        public var sole:Boolean;
        
        //上下左右键值
        private const directionAr:Array = new Array(4);
        
        //是否上下左右
        private var _up:Boolean = false;
        private var _down:Boolean = false;
        private var _left:Boolean = false;
        private var _right:Boolean = false;
        
        public function Direction(_area:InteractiveObject,isSole:Boolean = false,_up:uint = 38,_down:uint = 40,_left:uint = 37,_right:uint = 39){
            area = _area;
            sole = isSole;
            directionAr[UP] = _up;
            directionAr[DOWN] = _down;
            directionAr[LEFT] = _left;
            directionAr[RIGHT] = _right;
            start();
        }
        
        //开始获取事件
        public function start():void{
            area.addEventListener(KeyboardEvent.KEY_DOWN,onKeyDown);
            area.addEventListener(KeyboardEvent.KEY_UP,onKeyUp);
            area.addEventListener(Event.ENTER_FRAME,onEnterFrame);
        }
        
        //事件帧频繁触发
        private function onEnterFrame(e:Event):void{
            var num:uint = Number(_up) + Number(_down) + Number(_left) + Number(_right);
            if(num == 0){
                return;
            }
            
            var eve:DirectionEvent = new DirectionEvent(DirectionEvent.DO);
            eve.up = _up;
            eve.down = _down;
            eve.left = _left;
            eve.right = _right;
            dispatchEvent(eve);
        }
        
        //停止获取事件
        public function stop():void{
            area.removeEventListener(KeyboardEvent.KEY_DOWN,onKeyDown);
            area.removeEventListener(KeyboardEvent.KEY_UP,onKeyUp);
            area.removeEventListener(Event.ENTER_FRAME,onEnterFrame);
        }
        
        //鼠标按下去事件
        private function onKeyDown(e:KeyboardEvent):void{
            key(e.keyCode,true)
        }
        
        //鼠标弹上来事件
        private function onKeyUp(e:KeyboardEvent):void{
            key(e.keyCode,false)
        }
        
        //变化状态
        private function key(num:uint,isDown:Boolean):void{
            switch(num){
                case directionAr[UP]:
                    if(sole) clear();
                    _up = isDown;
                break;
                case directionAr[DOWN]:
                    if(sole) clear();
                    _down = isDown;
                break;
                case directionAr[LEFT]:
                    if(sole) clear();
                    _left = isDown;
                break;
                case directionAr[RIGHT]:
                    if(sole) clear();
                    _right = isDown;
                break;
            }
        }
        
        //设置按钮
        public function setKey(num:uint,vars:uint):void{
            directionAr[num] = vars;
        }
        
        //清空按键
        public function clear():void{
            _up = _down = _left = _right = false;
        }
    }
}

  Dot类源代码:

  CODE:

package index.base.geom{
    
    import flash.events.EventDispatcher;
    import flash.display.DisplayObject;
    
    import index.base.events.DotEvent;
    
    public class Dot extends EventDispatcher{
        
        private var _x:Number;
        private var _y:Number;
        private var _r:Number;
        private var dis:DisplayObject;
        
        public var isListen:Boolean;
        
        public function Dot(x_:Number = 0,y_:Number = 0,r_:Number = 0,_isListen:Boolean = false){
            _x = x_;
            _y = y_;
            _r = r_;
            isListen = _isListen;
        }
        
        //绑定DisplayObject
        public function bind(_dis:DisplayObject,isInTime:Boolean = false):void{
            dis = _dis;
            updata();
            if(isInTime) dis.addEventListener("enterFrame",enterFrameFun);
        }
        
        //帧频繁事件
        private function enterFrameFun(e:Object):void{
            if(_x != dis.x) x = dis.x;
            if(_y != dis.y) y = dis.y;
            if(_r != dis.rotation) r = dis.rotation;
        }
        
        //更新xy数据
        public function updata():void{
            if(dis != null){
                _x = dis.x;
                _y = dis.y;
                _r = dis.rotation;
            }
        }
        
        //计算该点向R方向前进某距离后的点
        public function go(num:Number,isChange:Boolean = false):Dot{
            updata();
            var yx:Number = Math.tan(_r * Math.PI / 180);
            var tmpx:Number = num / Math.sqrt(Math.pow(yx,2) + 1);
            var tmpy:Number = tmpx * yx;
            var n:int = Number(Math.abs(_r) <= 90) * 2 - 1;
            var dot:Dot = new Dot(_x + tmpx * n,_y + tmpy * n,_r);
            if(isChange){
                x = dot.x;
                y = dot.y;
            }
            return dot;
        }
        
        //计算该点与另外一点的距离
        public function from(_dot:Dot,isQuadrant:Boolean = false):Number{
            updata();
            var num:Number = Math.sqrt(Math.pow(_dot.x - _x,2) + Math.pow(_dot.y - _y,2));
            if(!isQuadrant) num = Math.abs(num);
            return num;
        }
        
        //计算该点与另外一点所形成的线段与水平线的夹角,按顺时间计算
        public function angle(_dot:Dot,isRadian:Boolean = false):Number{
            updata();
            var numx:Number = _dot.x - _x;
            var numy:Number = _dot.y - _y;
            var num:Number = Math.atan(numy/numx);
            if(!isRadian) num = num * 180 / Math.PI;
            return num;
        }
        
        //返回当前点处在另外一点的哪个象限中 或 返回另外一点处在当前点的哪个象限中
        public function quadrant(_dot:Dot,isMaster:Boolean = true):int{
            updata();
            if(_x == _dot.x || _y == _dot.y){
                return 0;
            }
            
            var num:int;
            var p1:Boolean = (_x - _dot.x) > 0;
            var p2:Boolean = (_y - _dot.y) > 0;
            num = isMaster ? (p1 ? (p2 ? 2 : 3) : (p2 ? 1 : 4)) : (p1 ? (p2 ? 4 : 1) : (p2 ? 3 : 2));
            
            return num;
        }
        
        //返回该点距0点的距离
        public function get length():Number{
            updata();
            var num:Number = Math.sqrt(Math.pow(_x,2) + Math.pow(_y,2));
            return num;
        }
        
        //清除显示对象
        public function clear():void{
            dis = null;
        }
        
        //改变旋转值
        public function set r(num:Number):void{
            _r = num;
            if(dis != null) dis.rotation = num;
            if(isListen) dispatchEvent(new DotEvent(DotEvent.R_CHANGE,true));
        }
        
        //改变旋转值
        public function get r():Number{
            updata();
            return _r;
        }
        
        //改变X坐标
        public function set x(num:Number):void{
            _x = num;
            if(dis != null) dis.x = num;
            if(isListen) dispatchEvent(new DotEvent(DotEvent.X_CHANGE,true));
        }
        
        //设置X坐标
        public function get x():Number{
            updata();
            return _x;
        }
        
        //改变Y坐标
        public function set y(num:Number):void{
            _y = num;
            if(dis != null) dis.y = num;
            if(isListen) dispatchEvent(new DotEvent(DotEvent.Y_CHANGE,true));
        }
        
        //设置Y坐标
        public function get y():Number{
            updata();
            return _y;
        }
    }
}