首页前端开发HTML【水果忍者】血日狂刀代码-

【水果忍者】血日狂刀代码-

时间2024-01-22 23:38:03发布访客分类HTML浏览568
导读:收集整理的这篇文章主要介绍了【水果忍者】血日狂刀代码-_-#真的只有一把刀,觉得挺不错的,现在分享给大家,也给大家做个参考。本人是学php的,但是早期对于as3还是有一段时间的研究,虽然flash已经被淘汰了,但是对于程序语言无比热爱的我来...
收集整理的这篇文章主要介绍了【水果忍者】血日狂刀代码-_-#真的只有一把刀,觉得挺不错的,现在分享给大家,也给大家做个参考。本人是学php的,但是早期对于as3还是有一段时间的研究,虽然flash已经被淘汰了,但是对于程序语言无比热爱的我来说,

actionscript的有些方面还是值得借鉴的,as3在游戏开发方面就很有特色。

下面是本人整理的水果忍者里的一把刀代码,

代码贴上,仅供参考:

Main.as

 package {
     import flash.events.*;
     import flash.display.*;
     import flash.filters.BITmapFilter;
     import flash.filters.BlurFilter;
     import flash.filters.GlowFilter;
     import flash.geom.ColorTransform;
     import flash.text.*;
 public class Main extends sprite {
  PRivate VAR info:TextField  private var score:int = 0  private var lost:int = 0  private var time:int = 0  private var particles:Array  private var rubbishs:Array  private var lines:Array        private var cutlayer:Shape  private var cutBmdLayer:BitmapData  private var cutlayerFilter:BitmapFilter  private var cutlayerCT:ColorTransform  private var flayer:ShaPE  private var fBmdLayer:BitmapData  private var flayerFilter:BitmapFilter  private var flayerCT:ColorTransform  private var lastX:Number  private var lastY:Number  public function Main():void {
       this.particles = [];
       this.rubbishs = [];
       this.lines = [];
       this.cutlayer = new Shape();
       this.flayer = new Shape();
       super();
       //Wonderfl.capture(stage);
       this.info = new TextField();
       this.info.autoSize = TextFieldAutoSize.LEFT;
       this.info.multiline = true;
       this.fBmdLayer = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0);
       addChild(new Bitmap(this.fBmdLayer));
       this.flayerFilter = new BlurFilter();
       this.flayerCT = new ColorTransform(1, 1, 1, 0.5);
       this.cutBmdLayer = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0);
       var _local1:Bitmap = new Bitmap(this.cutBmdLayer);
       addChild(_local1);
       addChild(this.info);
       _local1.filters = [new GlowFilter(0xFF0000, 1, 16, 16, 2, 3, false, false)];
       this.cutlayerFilter = new BlurFilter(2, 2, 3);
       this.cutlayerCT = new ColorTransform(1, 1, 1, 0);
       stage.addEventListener(MouseEvent.MOUSE_DOWN, this.onMD);
       //addEventListener(Event.ENTER_FRamE, this.update);
       _scene = new Sprite();
       this.addChild(_scene);
       _scene.filters = [new GlowFilter(0x00CCFF, 1, 10, 10, 2, 1, false, false)];
       stage.addEventListener(MouseEvent.MOUSE_DOWN, downHandler);
       stage.addEventListener(MouseEvent.MOUSE_UP, upHandler);
       this.addEventListener(Event.ENTER_FRAME, enterFrame);
  }
  private function onMD(_arg1:MouseEvent):void {
       this.lastX = mouseX;
       this.lastY = mouseY;
       stage.addEventListener(MouseEvent.MOUSE_MOVE, this.onMM);
       stage.addEventListener(MouseEvent.MOUSE_UP, this.onMU);
  }
  private function onMU(_arg1:MouseEvent):void {
       stage.removeEventListener(MouseEvent.MOUSE_MOVE, this.onMM);
       stage.removeEventListener(MouseEvent.MOUSE_UP, this.onMU);
  }
  private function onMM(_arg1:MouseEvent):void {
       var _local2:Line1 = new Line1();
       _local2.x1 = this.lastX;
       _local2.y1 = this.lastY;
       this.lastX = mouseX;
       this.lastY = mouseY;
       _local2.x2 = this.lastX;
       _local2.y2 = this.lastY;
       this.lines.push(_local2);
  }
          private var _cacheX:int;
      private var _cacheY:int;
      private var _isDown:Boolean;
      private var _scene:Sprite;
  private function downHandler(e:MouseEvent):void {
       _cacheX = mouseX;
       _cacheY = mouseY;
       _isDown = true;
  }
  private function upHandler(e:MouseEvent):void {
       _isDown = false;
  }
  private function enterFrame(e:Event):void {
   for each (var l:Line in Line.sets) {
        l.update();
   }
       updateLine();
  }
  private function updateLine():void {
       if (!_isDown) return;
       var line:Line = new Line(_cacheX, _cacheY, mouseX, mouseY);
       _scene.addChild(line);
       _cacheX = mouseX;
       _cacheY = mouseY;
  }
 }
}
    //packageimport flash.display.*;
class Line1 {
 public var x1:Number public var y1:Number public var x2:Number public var y2:Number public var state:int = 0 public function Line1() {
 }
 public function get length():Number {
      return (Math.sqrt((((this.x2 - this.x1) * (this.x2 - this.x1)) + ((this.y2 - this.y1) * (this.y2 - this.y1)))));
 }
}
    import flash.display.Sprite;
class Line extends Sprite {
     static public var sets:Array = [];
     public var sX:int;
     public var sY:int;
     public var eX:int;
     public var eY:int;
     public var lineSize:Number;
 public var state:int = 0 public function Line($sX:int, $sY:int, $eX:int, $eY:int, $linesize:Number = 8) {
      sets.push(this);
      sX = $sX;
      sY = $sY;
      eX = $eX;
      eY = $eY;
      linesize = $linesize;
      draw();
 }
 private function draw():void {
      graphics.clear();
      graphics.lineStyle(linesize, 0xFFFFFF);
      graphics.moveTo(sX, sY);
      graphics.lineto(eX, eY);
 }
 public function update():void {
      draw();
      linesize -= 1;
  if (linesize  1) {
       clear();
  }
 }
 private function clear() {
      graphics.clear();
  for (var i:String in sets) {
       var l:Line = sets[i] as Line;
   if (l == this) {
        sets.splice(i, 1);
        parent.removeChild(this);
   }
  }
 }
}
    


本文由提供,介绍了如何使用as3写出一把水果忍者里的刀的代码,鉴于flash已被淘汰,代码仅供参考。

文章地址:http://www.php.cn/HTML5-tutorial-374270.htML

请勿转载~~~~

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