0

这对我来说似乎很简单,但我的解决方案不起作用。我做了一个小程序,我最大和最先进的程序,但仍然是一个小程序。它只是一个从地板弹起并慢慢耗尽能量的球。我让它能够通过按 SPACE 重新开始弹跳,并且可以通过按箭头键改变方向,使用非常简单的速度计算(实际上非​​常简单)。

这是我的问题,我对编程很陌生,这只是我的第二天,我需要一种方法来将球从舞台的侧壁反弹。

onClipEvent(load){
velocity = 0 //Vertical Velocity, is increased and decreased by the effects of gravity and bouncing with SPACE
sideVel =0 //Side Velocity, increases when the arrow keys are pressed, decreases over time
gravity = 2 //Gravity, constant force that never changes
}
onClipEvent(enterFrame){
_x += sideVel //Moves the ball the value of Side Velocity
if (Key.isDown(Key.LEFT)) {
    sideVel -= 2 //Technically decreases Side Velocity, but really increases it in another direction
}
else {
    if(sideVel<0) { //If the button isn't being pressed Side Velocity returns to 0 over time
    sideVel += 1
    }
}
if (Key.isDown(Key.RIGHT)) {
    sideVel += 2 //Increases Side Velocity
}
else {
    if(sideVel>0) //If the button isn't being pressed Side Velocity returns to 0 over time
    sideVel -= 1
}
if (sideVel < -20){ //Side Velocity isn't allowed to go below this number
    sideVel +=2 //So we add 2
}
if (sideVel > 20) { //Same as above
    sideVel -=2
}
velocity += gravity //Regular Velocity increases by 2 every frame
_y += velocity //mcMain moves at the speed of its velocity
if(_y>=Stage.height){
if(Key.isDown(Key.SPACE)){
    velocity=-28 //Sets Velocity to -28, pretty much the same as doing a jump
}
else {
_y = Stage.height
velocity *= -0.9 //Reverses mcMain's velocity, so it bounces back into the air at a slightly slower speed
}
/*Here's the problem
if(_x>=Stage.width - 25){
    _x=Stage.width - 25
sideVel *= -1
}
if(_x<=Stage.width - 550){
    _x=Stage.width - 550
sideVel *= -1
}
}
}
4

1 回答 1

0

当 MC(等等)撞到墙上时,您必须手动更改它的位置,MC.x++以免碰撞多次发生。此外,使用while语句代替if墙壁碰撞将确保球不会穿过墙壁。

于 2013-02-02T22:12:39.033 回答