Muito legal o sistema de colisão codado pelo Mike Chambers!
Em cima dele dá pra montar um game estilo Adventure!!
// MAZE GAME ENGINE
// Mod of Mike Chambers code
// www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/
stop();
var colide:Boolean = false;
stage.focus = stage;
// POSICAO INICIAL JOGADOR
player.x = 130;
player.y = 70;
// MAPEIA COLISOES MAPA
function game(){
var playerRect:Rectangle = player.getBounds(this);
var playerOffset:Matrix = player.transform.matrix;
playerOffset.tx = player.x - playerRect.x;
playerOffset.ty = player.y - playerRect.y;
var playerBmpData = new BitmapData(playerRect.width, playerRect.height, true, 0);
playerBmpData.draw(player, playerOffset);
var mazeRect:Rectangle = maze.getBounds(this);
var mazeBmpData = new BitmapData(mazeRect.width, mazeRect.height, true, 0);
var mazeOffset:Matrix = maze.transform.matrix;
mazeOffset.tx = maze.x - mazeRect.x;
mazeOffset.ty = maze.y - mazeRect.y;
mazeBmpData.draw(maze, mazeOffset);
var rLoc:Point = new Point(mazeRect.x, mazeRect.y);
var bLoc:Point = new Point(playerRect.x, playerRect.y);
// COLISAO
if(mazeBmpData.hitTest(rLoc, 255, playerBmpData, bLoc, 255)) {
colide = true;
}
else {
colide = false;
}
playerBmpData.dispose();
mazeBmpData.dispose();
}
// MOVIMENTAÇÃO
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
player.addEventListener(Event.ENTER_FRAME, Iniciar);
stage.addEventListener(KeyboardEvent.KEY_DOWN, SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, UnsetKeyPressed);
function Iniciar (event:Event){
// FILTROS
maze.filters = [new BevelFilter()];
chave.filters = [new DropShadowFilter()];
coin.filters = [new DropShadowFilter()];
//player.filters = [new DropShadowFilter()];
// COLISOES NPC
// CHAVE
if (player.hitTestObject(chave)){
trace ("PEGOU A CHAVE!!!");
chave.gotoAndStop(2);
}
// MOEDA
if (player.hitTestObject(coin)){
trace ("PEGOU A MOEDA!!");
coin.gotoAndStop(2);
}
// ENEMY
function game_over(){
stage.removeEventListener(Event.ENTER_FRAME, Iniciar);
player.removeEventListener(Event.ENTER_FRAME, Iniciar);
stage.removeEventListener(KeyboardEvent.KEY_DOWN, SetKeyPressed);
stage.removeEventListener(KeyboardEvent.KEY_UP, UnsetKeyPressed);
nextScene();
}
if (player.hitTestObject(enemy_mc)){
trace ("YOU DIE");
game_over();
}
// PORTAL 01
if (player.hitTestObject(portal)){
trace ("MUDANDO DE SALA!");
portal.gotoAndStop(2); // play sound
gotoAndStop(2);
player.x = 68; // POSICAO NOVA JOGADOR
player.y = 535;
}
// SETA PRA CIMA
if (upPressed) {
player.y -= 5;
game();
if (colide){
player.y += 10;
}
}
// SETA PRA BAIXO
if (downPressed) {
player.y += 5;
game();
if (colide){
player.y -= 10;
}
}
// SETA ESQUERDA
if (leftPressed) {
player.x -= 5;
game();
if (colide){
player.x += 10;
}
}
// SETA DIREITA
if (rightPressed) {
player.x += 5;
game();
if (colide){
player.x -= 10;
}
}
}
function SetKeyPressed(event:KeyboardEvent):void{
switch (event.keyCode) {
case Keyboard.UP: {
upPressed = true;
break; }
case Keyboard.DOWN: {
downPressed = true;
break; }
case Keyboard.LEFT: {
leftPressed = true;
break; }
case Keyboard.RIGHT: {
rightPressed = true;
break; }
}
}
function UnsetKeyPressed(event:KeyboardEvent):void{
switch (event.keyCode) {
case Keyboard.UP: {
upPressed = false;
break; }
case Keyboard.DOWN: {
downPressed = false;
break; }
case Keyboard.LEFT: {
leftPressed = false;
break; }
case Keyboard.RIGHT: {
rightPressed = false;
break; }
}
}
Nenhum comentário:
Postar um comentário