Reputation: 43
I have an example of very simple shooter. But it on AS2. Here the source:
speed = 4;
depth = 0;
nose = 50;
_root.onMouseMove = function() {
updateAfterEvent();
xdiff = _root._xmouse-spaceShip._x;
ydiff = _root._ymouse-spaceShip._y;
angle = Math.atan2(ydiff, xdiff);
angle = angle*180/Math.PI;
spaceShip._rotation = angle;
};
_root.onMouseDown = function() {
angle = spaceShip._rotation;
angle = angle*Math.PI/180;
++depth;
name = "projectile"+depth;
_root.attachMovie("projectile", name, depth);
//projectile - it is bullet
_root[name]._x = spaceShip._x+nose*Math.cos(angle);
_root[name]._y = spaceShip._y+nose*Math.sin(angle);
_root[name].xmov = speed*Math.cos(angle);
_root[name].ymov = speed*Math.sin(angle);
_root[name].onEnterFrame = function() {
this._x += this.xmov;
this._y += this.ymov;
};
};
I want to do the same, but in as3.
I tried to convert. Here is what I have: PS - I'm newbie, please, don't get angry of the code below :)
var nose=55;
var angle;
var acc=1;
Mouse.hide();
stage.addEventListener(MouseEvent.MOUSE_MOVE, cursor);
function cursor(e:MouseEvent):void {
cross.x=mouseX;
cross.y=mouseY;
}
stage.addEventListener(Event.ENTER_FRAME, rotation2);
function rotation2(event:Event):void {
var xdiff=mouseX-spaceShip.x;
var ydiff=mouseY-spaceShip.y;
angle=Math.atan2(ydiff,xdiff);
angle=angle*180/Math.PI;
spaceShip.rotation=angle;
}
stage.addEventListener(MouseEvent.CLICK, shoot);
function shoot(event:MouseEvent):void {
angle = spaceShip.rotation;
angle = angle*Math.PI/180;
bullet.x=spaceShip.x+nose*Math.cos(angle);
bullet.y=spaceShip.y+nose*Math.sin(angle);
var xmov=acc*Math.cos(angle);
var ymov=acc*Math.sin(angle);
stage.addEventListener(Event.ENTER_FRAME, action);
function action(event:Event):void {
bullet.x+=xmov;
bullet.y+=xmov;
}
}
Upvotes: 1
Views: 362
Reputation: 43
Thanks for the fast replying. I solve the problem this way:
I added this:
var bullet1:Bullet = new Bullet ();
addChild (bullet1);
And changed all "bullet" below on "bullet1".
Program is working now correctly.
Upvotes: 1
Reputation: 12420
attachMovie()
is not the same as addChild()
.
MovieClip.attachMovie()
creates a new symbol and add it to the MovieClip
DisplayObjectContainer.addChild()
adds the specified DisplayObject
to the containerInstead of calling (in AS2):
_root.attachMovie("projectile", name, depth);
You should use something like this (in AS3):
var proj:DisplayObject = new projectile();
proj.name = "projectile" + depth;
stage.addChild(proj);
Please note that there is no depth
in AS3.
You could trick this by using addChildAt()
.
Upvotes: 1