我一直在根据教程制作塔防游戏。我完成了教程,它工作得很好,但我不知道如何建立它。所以我重新开始,建造了更多的塔和第二个敌人,但问题是在第一个关卡中这是可行的,但在第二个关卡中却行不通。我已经研究了几个小时了,但什么也没发现。所以我想问的是是否有人能给我一个教程或任何可能对数组和as3中的塔防游戏有帮助的东西它有很多代码所以我现在不会发布,除非你真的需要它
这里有教程http://www.flashgametuts.com/tutorials/as3/how-to-create-a-tower-defense-game-in-as3-part-1/
stop();
//othervariables
var money:int=100;//how much money the player has to spend on turrets
var lives:int=20;//how many lives the player has
//lvlarray
var S:String = 'START';
var F:String = 'FINISH';
var U:String = 'UP';
var R:String = 'RIGHT';
var D:String = 'DOWN';
var L:String = 'LEFT';
var startDir:String;//the direction the enemies go when they enter
var finDir:String;//the direction the enemies go when they exit
var startCoord:int;//the coordinates of the beginning of the road
var lvlArray:Array = new Array();//this array will hold the formatting of the roads
lvlArray = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,R,1,1,D,0,0,R,1,1,D,0,0,R,1,1,D,0,0,
0,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,
0,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,
S,D,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,R,1,F,
0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,0,0,0,
0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,0,0,0,
0,R,1,1,U,0,0,R,1,1,U,0,0,R,1,1,U,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
];
//enemy1array
var currentLvl:int = 1;
var gameOver:Boolean = false;
var currentEnemy:int = 0;//the current enemy that we're creating from the array
var enemyTime:int = 0;//how many frames have elapsed since the last enemy was created
var enemyLimit:int = 12;//how many frames are allowed before another enemy is created
var enemyArray:Array = new Array();//this array will tell the function when to create an enemy
var enemiesLeft:int;//how many enemies are left on the field
enemyArray = [//defining the array
[2,2,1,1,1],//1's will just represent an enemy to be created
[1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],//another row means another level
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
function startGame():void{//we'll run this function every time a new level begins
for(var i:int=0;i<enemyArray[currentLvl-1].length;i++){
if(enemyArray[currentLvl-1][i] == 1){
enemiesLeft ++;
}
}
}
//enemy2array
var currentEnemy2:int = 0;//the current enemy that we're creating from the array
var enemy2Time:int = 0;//how many frames have elapsed since the last enemy was created
var enemy2Limit:int = 15;//how many frames are allowed before another enemy is created
function start2Game():void{//we'll run this function every time a new level begins
for(var i:int=0;i<enemyArray[currentLvl-1].length;i++){
if(enemyArray[currentLvl-1][i] == 1){
enemiesLeft ++;
}
}
}
//lvlcreate
var roadHolder:Sprite = new Sprite();//create an object that will hold all parts of the road
addChild(roadHolder);//add it to the stage
function makeRoad():void{
var row:int = 0;//the current row we're working on
var block;//this will act as the block that we're placing down
for(var i:int=0;i<lvlArray.length;i++){//creating a loop that'll go through the level array
if(lvlArray[i] == 0){//if the current index is set to 0
block = new EmptyBlock();//create a gray empty block
block.graphics.beginFill(0x333333);
block.graphics.drawRect(0,0,25,25);
block.graphics.endFill();
addChild(block);
//and set the coordinates to be relative to the place in the array
block.x= (i-row*22)*25;
block.y = row*25;
} else if(lvlArray[i] == 1){//if there is supposed to be a row
//just add a box that will be a darker color and won't have any actions
block = new Shape();
block.graphics.beginFill(0x111111);
block.graphics.drawRect(0,0,25,25);
block.graphics.endFill();
block.x= (i-row*22)*25;
block.y = row*25;
roadHolder.addChild(block);//add it to the roadHolder
} else if(lvlArray[i] is String){//if it's a string, meaning a special block
//then create a special block
block = new DirectBlock(lvlArray[i],(i-row*22)*25,row*25);
addChild(block);
}
for(var c:int = 1;c<=16;c++){
if(i == c*22-1){
//if 22 columns have gone by, then we move onto the next row
row++;
}
}
}
}
//towers
function makeTurret(xValue:int,yValue:int):void{//this will need to be told the x and y values
var turret:Turret = new Turret();//creating a variable to hold the Turret
//changing the coordinates
turret.x = xValue+12.5;
turret.y = yValue+12.5;
addChild(turret);//add it to the stage
}
function makeTurret2(xValue:int,yValue:int):void{//this will need to be told the x and y values
var turret2:Turret2 = new Turret2();//creating a variable to hold the Turrettwo
//changing the coordinates
turret2.x = xValue+12.5;
turret2.y = yValue+12.5;
addChild(turret2);//add it to the stage
}
//enemy1
addEventListener(Event.ENTER_FRAME, eFrame);//adding an eFrame function
function eFrame(e:Event):void{
//if there aren't any levels left
if(currentLvl > enemyArray.length){
gameOver=true;//set the game to be over
//reset all the stats
currentLvl = 1;
currentEnemy = 0;
enemyTime = 0;
enemyLimit = 12;
enemiesLeft = 0;
removeEventListener(Event.ENTER_FRAME, eFrame);//remove this listener
removeChild(roadHolder);//remove the pieces of road
gotoAndStop('win');//go to the win frame
}
if(lives<=0){//if the user runs out of lives
gameOver=true;//set the game to be over
//reset all the stats
currentLvl = 1;
currentEnemy = 0;
enemyTime = 0;
enemyLimit = 12;
enemiesLeft = 0;
removeEventListener(Event.ENTER_FRAME, eFrame);//remove this listener
removeChild(roadHolder);//remove the pieces of road
gotoAndStop('lose');//go to the lose frame
}
makeEnemies();//we'll just make some enemies
if(enemiesLeft==0){//if there are no more enemies left
currentLvl ++;//continue to the next level
currentEnemy = 0;//reset the amount of enemies there are
start2Game();
startGame();//restart the game
}
//Updating the text fields
txtLevel.text = 'Level '+currentLvl;
txtMoney.text = '$'+money;
txtLives.text = 'Lives: '+lives;
txtEnemiesLeft.text = 'Enemies Left: '+enemiesLeft;
}
function makeEnemies():void{//this function will add enemies to the field
if(enemyTime < enemyLimit){//if it isn't time to make them yet
enemyTime ++;//then keep on waiting
} else {//otherwise
var theCode:int = enemyArray[currentLvl-1][currentEnemy];//get the code from the array
if(theCode == 2){//if it's set as 1
var newEnemy:Enemy = new Enemy();//then create a new enemy
enemyHolder.addChild(newEnemy);//and add it to the enemyholder
}
currentEnemy ++;//move on to the next enemy
enemyTime = 0;//and reset the time
}
}
//enemy2
addEventListener(Event.ENTER_FRAME, e2Frame);//adding an eFrame function
function e2Frame(e:Event):void{
//if there aren't any levels left
if(currentLvl > enemyArray.length){
gameOver=true;//set the game to be over
//reset all the stats
currentLvl = 1;
currentEnemy2 = 0;
enemy2Time = 0;
enemy2Limit = 12;
enemiesLeft = 0;
removeEventListener(Event.ENTER_FRAME, eFrame);//remove this listener
removeChild(roadHolder);//remove the pieces of road
gotoAndStop('win');//go to the win frame
}
if(lives<=0){//if the user runs out of lives
gameOver=true;//set the game to be over
//reset all the stats
currentLvl = 1;
currentEnemy2 = 0;
enemy2Time = 0;
enemy2Limit = 12;
enemiesLeft = 0;
removeEventListener(Event.ENTER_FRAME, e2Frame);//remove this listener
removeChild(roadHolder);//remove the pieces of road
gotoAndStop('lose');//go to the lose frame
}
makeEnemies2();//we'll just make some enemies
if(enemiesLeft==0){//if there are no more enemies left
currentLvl ++;//continue to the next level
currentEnemy2 = 0;//reset the amount of enemies there are
start2Game();
startGame();//restart the game
}
//Updating the text fields
txtLevel.text = 'Level '+currentLvl;
txtMoney.text = '$'+money;
txtLives.text = 'Lives: '+lives;
txtEnemiesLeft.text = 'Enemies Left: '+enemiesLeft;
}
function makeEnemies2():void{//this function will add enemies to the field
if(enemy2Time < enemy2Limit){//if it isn't time to make them yet
enemy2Time ++;//then keep on waiting
} else {//otherwise
var theCode:int = enemyArray[currentLvl-1][currentEnemy2];//get the code from the array
if(theCode == 2){//if it's set as 1
var newEnemy2:Enemy2 = new Enemy2();//then create a new enemy
enemyHolder.addChild(newEnemy2);//and add it to the enemyholder
}
currentEnemy2 ++;//move on to the next enemy
enemy2Time = 0;//and reset the time
}
}
//other
//run these functions at the start
makeRoad();
var enemyHolder:Sprite = new Sprite();
addChild(enemyHolder);
startGame();
start2Game();
你需要创造轻松重置游戏状态的能力。删除侦听器(如果使用弱引用可能不需要;http://gskinner.com/blog/archives/2006/07/as3_weakly_refe.html),清除数组,删除图形(removeChild)等。将所有内容存储在"level"对象中,并在其上使用dispose()(或类似)函数是一种很好的方法(如注释中所述)。然后简单地为下一个关卡创建一个新的关卡对象,你就可以开始了:)
我猜你遇到的问题是,在你开始下一关之前,你没有正确地从关卡中删除所有内容。
"游戏的加载"应该是这样的:
- 设置所有游戏内静态资产。(HUD, Tiles等)
- 设置所有塔元素(购买塔面板) 设置所有敌人元素。(创建数组表示生成的敌人)
- 继续设置你在游戏中的所有其他元素。
玩家玩完这个关卡后,无论输赢,你都应该删除所有在"加载"阶段添加的东西。
这里的想法是,你希望所有内容,每个新关卡,都以完全相同的方式加载,每次你都对关卡设计进行小改动。像敌人和塔资产这样的东西总是以同样的方式加载,所以你需要确保在下一轮开始之前正确地删除它们,这样当你在下一轮添加它们时,你就不会重新添加一些仍然存在的东西。
你似乎对游戏设计很困惑。我上面提到的问题只是开始设计游戏时遇到的众多问题之一。我建议你阅读游戏设计书籍。我推荐这款。我推荐这类书的原因是,它能引导你了解游戏设计的概念部分,让你正确思考。我从这本书中学习了游戏编程,最近编写了《symphony Tower Defense》。