飞机游戏
作者 佚名技术
来源 服务器技术
浏览
发布时间 2012-07-10
点击浏览该文件 方向键 控制上下左右 ctrl-----发射键 dead后,按SPACE(空格键)重新开始。 -------------如果转载请注明“寒冰制作”---------- --------------虽然很垃圾,但是也是我的心血 //以下是游戏中所有的代码,就一针,至于元件都是自己涂的。元件都在库中,分别是子弹,飞机,敌人,火花。 init(); function init() { black.swapDepths(4000); Var(); set_fly(); Trans(); key_col(); } function Var() { stage_width = 300; stage_height = 300; _root.createTextField("h_num", 1000, 5, 25, 100, 20); num_format = new TextFormat(); num_format.color = 0xb8e0f0; h_num.text = "击倒"+0; h_num.type = "dynamic"; h_num.border = true; h_num.borderColor = 0xffffff; h_num.color = 0xffffff; h_num.setTextFormat(num_format); h_num.autoSize = "left"; i = 1; fire_num = 1; hit_num = 0; life._xscale = 100; } function set_fly() { _root.attachMovie("fly", "fly", 0);//调库中的飞机 fly._xscale = fly._yscale=150; fly._x = 150; fly._y = 250; } function control() { if (Key.isDown(Key.LEFT)) { fly._x -= 5; } if (Key.isDown(Key.UP)) { fly._y -= 5; } if (Key.isDown(Key.RIGHT)) { fly._x += 5; } if (Key.isDown(Key.DOWN)) { fly._y += 5; } } function Range(mc) { if (mc._x<=mc._width/2) { mc._x = mc._width/2; } if (mc._x>=stage_width-mc._width/2) { mc._x = stage_width-mc._width/2; } if (mc._y>=stage_height-mc._height/2) { mc._y = stage_height-mc._height/2; } if (mc._y<=mc._height/2) { mc._y = mc._height/2; } } function shoot(arg) { if (fly != undefined) { bulletSpeed = 10; if (Key.isDown(Key.CONTROL)) { if (i>40) { i = 1; } down = 1; Bullet = _root.attachMovie("bullet", "bullet"+i, i++);//调库中的子弹 Bullet._x = fly._x; Bullet._y = fly._y-20; Bullet._rotation = 90-arg; arg = arg/180*Math.PI; Bullet.xinc = Math.cos(arg)*bulletSpeed; Bullet.yinc = Math.sin(arg)*bulletSpeed; Bullet.onEnterFrame = function() { for (k=1; k<=11; k++) { if (this.hitTest(_root["enemy"+k])) { hit_num++; h_num.text = "击倒"+hit_num; h_num.setTextFormat(num_format); Fire = _root.attachMovie("fire", "fire"+fire_num, 2000+fire_num); if (fire>100) { fire = 1; } Fire._x = this._x; Fire._y = this._y; _root["enemy"+k].removeMovieClip(); this.removeMovieClip(); delete this.onEnterFrame; } } if (this._y<0 or this._x<0 or this._x>stage_width) { removeMovieClip(this); delete this.onEnterFrame; } this._x += this.xinc; this._y -= this.yinc; }; } } } function Trans() { interval = 1; enemy_num = 1; enemy_speed = 5; enemy_time = 0; onEnterFrame = function () { control(); Range(fly); if (++enemy_time>15) { enemy_time = 0; if (enemy_num>10) { enemy_num = 1; } Enemy = _root.attachMovie("enemy", "enemy"+enemy_num, 400+enemy_num++); //调库中的敌人 temp_fly_x = fly._x; temp_fly_y = fly._y; aa = x_y_random(); Enemy._x = aa[0]; Enemy._y = aa[1]; if (fly == undefined) { Enemy.radia = Math.atan2(300-Enemy._y, random(300)-Enemy._x); } else { Enemy.radia = Math.atan2(temp_fly_y-Enemy._y, temp_fly_x-Enemy._x); } Enemy.onEnterFrame = function() { this._rotation += 20; if (this.hitTest(fly.f_fly._fly)) { Fire = _root.attachMovie("fire", "fire"+fire_num, 500+fire_num);//调库中的火花 Fire._xscale = Fire._yscale=50; Fire._x = this._x; Fire._y = this._y; this.removeMovieClip(); life._xscale -= 4; |
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