的BitmapData碰撞 [英] BitmapData Collision
问题描述
我一直在尝试使用的BitmapData碰撞检测,但到目前为止还没有,我不知道为什么。在code编译,但不会做任何事情(当它应打印打)。谁能帮我?
包
{
进口flash.events.KeyboardEvent;
进口对象类型:flash.events.Event;
进口的flash.display.MovieClip;
进口flash.ui.Keyboard;
进口flash.display.BitmapData;
进口flash.geom.Point;
公共类主要扩展影片剪辑
{
私人VAR SPD:INT = 5;
私人变种pressedKeys:对象= {};
私人VAR bgMask:的BitmapData;
私人VAR plMask:的BitmapData;
私人VAR墙面:墙面=新墙();
公共函数main()
{
VAR bgBitMapData:的BitmapData =新的BitmapData(bg.width,bg.height,真实,0);
bgMask = bgBitMapData.clone();
wall.x = bg.x;
wall.y = bg.y;
bgMask.draw(墙);
VAR plBitMapData:的BitmapData =新的BitmapData(pl.width,bg.height,真实,0);
plMask = bgBitMapData.clone();
bgMask.draw(PL);
stage.addEventListener(KeyboardEvent.KEY_DOWN,this.key pressHandler);
stage.addEventListener(KeyboardEvent.KEY_UP,this.key pressHandler);
stage.addEventListener(Event.ENTER_FRAME,this.gameLoop);
}
公共功能键pressHandler(EVT:KeyboardEvent的):无效
{
如果(evt.type == KeyboardEvent.KEY_DOWN)
{
pressedKeys [evt.key code] = 1;
}
其他
{
删除pressedKeys [evt.key code]。
}
}
公共职能inputHandler():无效
{
VAR moveXBy:INT;
VAR moveYBy:INT;
如果(pressedKeys [Keyboard.J])
{
moveXBy - = SPD;
}
如果(pressedKeys [Keyboard.K])
{
moveYBy + = SPD;
}
如果(pressedKeys [Keyboard.L])
{
moveXBy + = SPD;
}
如果(pressedKeys [Keyboard.I])
{
moveYBy - = SPD;
}
pl.x + = moveXBy;
pl.y + = moveYBy;
}
公共职能playerWallCollision():无效
{
如果(plMask.hitTest(新点(wall.x,wall.y),1,bgMask,新点(pl.x,pl.y),1))
{
跟踪(打);
}
}
公共职能gameLoop(EVT:事件):无效
{
wallUpdate();
inputHandler();
playerWallCollision();
}
私有函数wallUpdate()
{
wall.x = bg.x;
wall.y = bg.y;
}
}
}
据该脚本告诉我,该行之后:
VAR bgBitMapData:的BitmapData =新的BitmapData(bg.width,bg.height,真实,0);
// bgBitMapData是空的BMP在这一点导致它只是新鲜实例化
bgMask = bgBitMapData.clone();
wall.x = bg.x;
wall.y = bg.y;
bgMask.draw(墙);
VAR plBitMapData:的BitmapData =新的BitmapData(pl.width,bg.height,真实,0);
//不知道Ÿ你做这个plBitMapData反正
plMask = bgBitMapData.clone();
//现在克隆空bgBitMapData是plMask
bgMask.draw(PL);
plMask是从来没有装满东西!因此,用空的BitmapData相比,应该八方通返回false。
所以,答案须于何时输出命中 - 永不;)
而作为一个旁注尽量保持1。写评论的每这里更易读且有你的意图是什么,以及2随时随地直接的方式:
VAR bgBitMapData:的BitmapData =新的BitmapData(bg.width,bg.height,真实,0);
bgMask = bgBitMapData.clone();
//这个位置似乎只是错误的我wall.x或wall.y不影响抽签所以要在别的地方...因为你将复制墙的内侧
wall.x = bg.x;
wall.y = bg.y;
bgMask.draw(墙);
对于我来说,应该是这样的:
//放置在墙上新/ init的坐标
wall.x = bg.x;
wall.y = bg.y;
//绘制墙bgMask的hittesting对播放器或你intende这里什么都
bgMask =新的BitmapData(bg.width,bg.height,真实,0);
bgMask.draw(墙);
I have been trying to use BitmapData for collision detection, but have failed so far, and I don't know why. The code compiles, but doesn't do anything (when it should print "hit" ). Can anyone help me?
package
{
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.MovieClip;
import flash.ui.Keyboard;
import flash.display.BitmapData;
import flash.geom.Point;
public class Main extends MovieClip
{
private var spd:int = 5;
private var pressedKeys:Object = {};
private var bgMask:BitmapData;
private var plMask:BitmapData;
private var wall:Wall = new Wall();
public function Main()
{
var bgBitMapData:BitmapData = new BitmapData(bg.width,bg.height,true,0);
bgMask = bgBitMapData.clone();
wall.x = bg.x;
wall.y = bg.y;
bgMask.draw( wall );
var plBitMapData:BitmapData = new BitmapData(pl.width,bg.height,true,0);
plMask = bgBitMapData.clone();
bgMask.draw( pl );
stage.addEventListener(KeyboardEvent.KEY_DOWN,this.keyPressHandler);
stage.addEventListener(KeyboardEvent.KEY_UP,this.keyPressHandler);
stage.addEventListener(Event.ENTER_FRAME,this.gameLoop);
}
public function keyPressHandler( evt:KeyboardEvent ):void
{
if (evt.type == KeyboardEvent.KEY_DOWN)
{
pressedKeys[evt.keyCode] = 1;
}
else
{
delete pressedKeys[ evt.keyCode ];
}
}
public function inputHandler():void
{
var moveXBy:int;
var moveYBy:int;
if (pressedKeys[Keyboard.J])
{
moveXBy -= spd;
}
if (pressedKeys[Keyboard.K])
{
moveYBy += spd;
}
if (pressedKeys[Keyboard.L])
{
moveXBy += spd;
}
if (pressedKeys[Keyboard.I])
{
moveYBy -= spd;
}
pl.x += moveXBy;
pl.y += moveYBy;
}
public function playerWallCollision():void
{
if ( plMask.hitTest( new Point( wall.x, wall.y ), 1, bgMask, new Point( pl.x, pl.y ), 1))
{
trace( "hit" );
}
}
public function gameLoop( evt:Event ):void
{
wallUpdate();
inputHandler();
playerWallCollision();
}
private function wallUpdate()
{
wall.x = bg.x;
wall.y = bg.y;
}
}
}
as far as this script tells me, after the lines:
var bgBitMapData:BitmapData = new BitmapData(bg.width,bg.height,true,0);
// bgBitMapData is an empty BMP at this point cause its just freshly instanciated
bgMask = bgBitMapData.clone();
wall.x = bg.x;
wall.y = bg.y;
bgMask.draw( wall );
var plBitMapData:BitmapData = new BitmapData(pl.width,bg.height,true,0);
// no idea y you make this plBitMapData anyway
plMask = bgBitMapData.clone();
// now you clone the empty bgBitMapData to be plMask
bgMask.draw( pl );
plMask is never filled with anything! So compared with an empty BitmapData should allways return false.
So the answer to when should it output hit - never ;)
And as a sidenote try to keep it more readable by 1. write a comment every here and there what your intention is and 2. go for direct ways :
var bgBitMapData:BitmapData = new BitmapData(bg.width,bg.height,true,0);
bgMask = bgBitMapData.clone();
// this position seems just wrong to me wall.x or wall.y do not effect the draw so keep it somewhere else... since you will copy the inside of wall
wall.x = bg.x;
wall.y = bg.y;
bgMask.draw( wall );
For me it should look like:
// placing a wall to new / init coordinates
wall.x = bg.x;
wall.y = bg.y;
// drawing wall on bgMask for hittesting against player or what ever you intende here
bgMask = new BitmapData(bg.width,bg.height,true,0);
bgMask.draw( wall );
这篇关于的BitmapData碰撞的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!