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【AS3代码】小游戏打飞机源代码

2012年12月21日 ⁄ 综合 ⁄ 共 11916字 ⁄ 字号 评论关闭
package
{
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Rectangle;
    import flash.media.Sound;
    import flash.text.*;

    
    public class Main extends Sprite
    {    
        public static const STATE_INIT:int = 10;
        public static const STATE_START_PLAYER:int = 20;
        public static const STATE_PLAY_GAME:int = 30;
        public static const STATE_REMOVE_PLAYER:int = 40;
        public static const STATE_END_GAME:int = 50;
        
        public var gameState:int = 0;    //游戏状态
        public var score:int = 0;        //玩家的分数
        public var chances:int = 0;        //漏掉的气球数            
        public var bg:MovieClip;        //游戏背景
        public var enemies:Array;        //存储敌人的数组
        public var missiles:Array;        //玩家发射的导弹
        public var explosions:Array;    //爆炸特效
        public var player:MovieClip;    //引用玩家的图片
        public var level:Number;        //等级            
        
        public var scoreLabel:TextField = new TextField();    //分数标题
        public var levelLabel:TextField = new TextField();    //等级标题
        public var chancesLabel:TextField = new TextField();//漏网标题
        public var scoreText:TextField = new TextField();    //分数值
        public var levelText:TextField = new TextField();    //等级值
        public var chancesText:TextField = new TextField();    //漏网值
        public const SCOREBOARD_Y:Number = 5;    //计分板位于游戏顶部
        
        public function Main():void
        {
            init();
        }
        private function init():void
        {
            this.addEventListener(Event.ENTER_FRAME, gameLoop);
            
            //显示背景
            bg = new BackImage();
            this.addChild(bg);
            
            //设置计分板标题和默认值
            scoreLabel.text = "得分:";            
            levelLabel.text = "等级:";    
            chancesLabel.text = "生命:";            
            scoreText.text = "0";            
            levelText.text = "1";
            chancesText.text = "3";
            
            scoreLabel.textColor = 0xffffff;
            levelLabel.textColor = 0xffffff;
            chancesLabel.textColor = 0xffffff;
            scoreText.textColor = 0xffffff;
            levelText.textColor = 0xffffff;
            chancesText.textColor = 0xffffff;
            
            //放置游戏底部
            scoreLabel.y = SCOREBOARD_Y;
            levelLabel.y = SCOREBOARD_Y;
            chancesLabel.y = SCOREBOARD_Y;
            scoreText.y = SCOREBOARD_Y;
            levelText.y = SCOREBOARD_Y;            
            chancesText.y = SCOREBOARD_Y;
            
            //设置标题和值横向坐标
            scoreLabel.x = 5;
            scoreText.x = 50;
            chancesLabel.x = 105;
            chancesText.x = 155;
            levelLabel.x = 205;
            levelText.x = 260;
            
            //显示计分板
            this.addChild(scoreLabel);
            this.addChild(levelLabel);
            this.addChild(chancesLabel);
            this.addChild(scoreText);
            this.addChild(levelText);
            this.addChild(chancesText);
            
            gameState = STATE_INIT;
        }
        
        //调整游戏状态的循环函数
        public function gameLoop(e:Event):void
        {
            switch(gameState)
            {
                case STATE_INIT:
                    initGame();
                    break;
                
                case STATE_START_PLAYER:
                    startPlayer();
                    break;
                
                case STATE_PLAY_GAME:
                    playGame();
                    break;
                
                case STATE_REMOVE_PLAYER:
                    removePlayer();
                    break;
                
                case STATE_END_GAME:
                    endGame();
                    break;
            }
        }
        
        //初始化游戏
        public function initGame():void
        {
            //当点击鼠标时,创建玩家发射的导弹
            stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDownEvent);
            
            //初始化游戏
            score = 0;                    //分数
            chances = 3;                //飞船数    
            enemies = new Array();        //敌人数组
            missiles = new Array();
            explosions = new Array();
            level = 1;
            
            levelText.text = level.toString();            
            player = new PlayerImage();
            gameState = STATE_START_PLAYER;
        }
        
        public function startPlayer():void
        {
            this.addChild(player);
            player.startDrag(true, new Rectangle(0,320,550,365));
            gameState = STATE_PLAY_GAME;
        }
        
        public function removePlayer():void
        {
            //从敌人数组反向遍历出一个个敌人
            for(var i:int = enemies.length-1; i>=0; i--)
            {
                removeEnemy(i);
            }
            for(i = missiles.length-1; i>= 0; i--)
            {
                removeMissile(i);
            }
            this.removeChild(player);
            gameState = STATE_START_PLAYER;
        }
        
        //开始游戏
        public function playGame():void
        {
            //创建敌人函数
            makeEnemies();
            
            //更新祈求Y坐标以及飘出屏幕时移除掉
            moveEnemies();
            
            //检测玩家是否与敌人发生了碰撞,如果是的话就触发一事件
            testCollisions();
            
            //查看等级(level)是否可增加或游戏是否可结束
            testForEnd();
        }
        
        public function makeEnemies():void
        {
            //获取一个0-99之间的随机数
            var chance:Number = Math.floor(Math.random() * 100);
            var tempEnemy:MovieClip;
            
            //等级越大,气球出现的概率越高
            if(chance < level+2)
            {
                //创建敌人                
                var feiji:Number = Math.floor(Math.random() * 45);
                
                if(feiji < 17)
                {
                    tempEnemy = new EnemyImage();
                }
                else if(feiji >= 17 && feiji < 34)
                {
                    tempEnemy = new EnemyImage1();
                }
                else if(feiji >= 34 && feiji < 45)
                {
                    tempEnemy = new EnemyImageBoss();
                }
                //等级越高,气球速度越快
                tempEnemy.speed = level + 1;
                
                //敌人出现的y坐标
                tempEnemy.y = -25;
                
                //气球X轴出现的坐标,由于屏幕是0-540,所以敌人(本身有30个宽度)从0-514中随机刷出
                tempEnemy.x = Math.floor(Math.random() * 515);
                
                //敌人显示到场景
                this.addChild(tempEnemy);
                
                //添加到敌人数组中,以便跟踪
                enemies.push(tempEnemy);
            }
        }
        
        //遍历敌人数组,更新每个敌人Y坐标
        public function moveEnemies():void
        {
            var tempEnemy:MovieClip;
            for(var i:int = enemies.length - 1; i >= 0; i--)
            {
                tempEnemy = enemies[i];
                tempEnemy.y += tempEnemy.speed;
                
                var pp:Number = Math.floor(Math.random() * 4);
                if(pp < 3)
                {
                    tempEnemy.x -= pp;
                }
                else
                {
                    tempEnemy.x += pp;
                }
                
                
                //若敌人飞出屏幕底部了
                if(tempEnemy.y > 435)
                {
                    removeEnemy(i);
                }
            }
            
            //移除子弹
            var tempMissile:MovieClip;
            for(i = missiles.length-1; i>=0; i--)
            {
                tempMissile = missiles[i];
                tempMissile.y -= tempMissile.speed;
                if(tempMissile.y < -35)
                {
                    removeMissile(i);
                }
            }
            
            //移除爆炸效果
            var tempExplosion:MovieClip;
            for(i = explosions.length-1; i>= 0;i--)
            {
                tempExplosion = explosions[i];
                if(tempExplosion.currentFrame >= tempExplosion.totalFrames)
                {
                    removeExplosion(i);
                }
            }
        }
        
        //子弹和敌人碰撞检测、自己和敌人碰撞检测
        public function testCollisions():void
        {
            var tempEnemy:MovieClip;    //当前敌人
            var tempMissile:MovieClip;    //当前发射的导弹
            
            //遍历敌人数组
            for(var i:int = enemies.length - 1; i >= 0; i--)
            {
                //循环到的当前敌人对象
                tempEnemy = enemies[i];
                
                //遍历发射的导弹数组
                for(var j:int = missiles.length-1; j>=0; j--)
                {
                    //循环到的当前导弹对象
                    tempMissile = missiles[j];
                    
                    //如果当前敌人和当前导弹发生碰撞
                    if(tempEnemy.hitTestObject(tempMissile))
                    {
                        score++;    //积分+1
                        scoreText.text = score.toString();
                        
                        //调用爆炸特效(传递敌人的x,y坐标,在该坐标上爆炸)
                        
                        makeExplosion(tempEnemy.x + (tempEnemy.width / 2), tempEnemy.y + (tempEnemy.height / 2));
                        
                        removeEnemy(i);        //移除当前敌人
                        removeMissile(j);    //移除当前导弹
                        break;
                    }
                }
            }
            
            //检测自己和敌人是否有碰撞
            for(i = enemies.length-1; i>=0;i--)
            {
                //循环到的当前敌人
                tempEnemy = enemies[i];
                
                //如果当前敌人和自己发生碰撞
                if(tempEnemy.hitTestObject(player))
                {
                    chances--;    //生命-1
                    chancesText.text = chances.toString();
                    
                    makeExplosion(player.x + (player.width / 2), player.y + (player.height / 2));
                    
                    gameState = STATE_REMOVE_PLAYER;
                }
            }
        }
        
        //创建并播放爆炸动画
        public function makeExplosion(ex:Number, ey:Number)
        {
            //创建爆炸对象
            var tempExplosion:MovieClip = new ExplosionImage();
            tempExplosion.x = ex;
            tempExplosion.y = ey;
            this.addChild(tempExplosion);
            
            //由于爆炸动画有7帧,会自动播放,所以放到爆炸数组里以后控制它们
            explosions.push(tempExplosion);
            
            //播放爆炸声音
            var sound:Sound = new Explode();
            sound.play();
        }
        
        
        //查看等级(level)是否可增加或游戏是否可结束
        public function testForEnd():void
        {
            if(chances <= 0)
            {
                removePlayer();
                gameState = STATE_END_GAME;
            }
            else if(score > level * 30)
            {
                level++;                
                levelText.text = level.toString();
            }
        }    
        
        public function removeEnemy(idx:int)
        {
            this.removeChild(enemies[idx]);
            enemies.splice(idx,1);
        }
        
        public function removeMissile(idx:int)
        {
            this.removeChild(missiles[idx]);
            missiles.splice(idx,1);
        }
        
        public function removeExplosion(idx:int)
        {
            this.removeChild(explosions[idx]);
            explosions.splice(idx,1);
        }
        
        public function onMouseDownEvent(e:MouseEvent)
        {
            if(gameState == STATE_PLAY_GAME)
            {
                //创建子弹对象
                var tempMissile:MovieClip = new MissileImage();
                tempMissile.x = player.x + (player.width / 2);
                tempMissile.y = player.y;
                tempMissile.speed = 20;
                missiles.push(tempMissile);
                this.addChild(tempMissile);
                
                var sound:Sound = new Shoot();
                sound.play();
            }
        }
        
        //结束游戏
        public function endGame():void
        {
            trace("游戏结束!");
        }
    }
}

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