Aqui les va el code haber si alguien me puede colaborar con ese problema.
Código :
var municion:Number=6;
var shoti:Array=new Array();
var teclaCode:Number=0;
stage.addEventListener(KeyboardEvent.KEY_DOWN, presionarTecla);
function presionarTecla(event:KeyboardEvent):void
{if(event.keyCode==17){
if(Retardo.bandera){
this["shoti"+municion]=new Bala(torret.x,torret.y,torret.rotation,3);
//shot=new Bala(obj.torretam.x,obj.torretam.y,obj.torretam.rotation,2);guiar otra torreta
torret.metra.gotoAndStop(2);
//Smetra.play();
addChild(this["shoti"+municion]);
addEventListener(Event.ENTER_FRAME,collisionBalaM);
//setChildIndex(this["shoti"+municion],municion);
tipo=3;
enviar(event.keyCode+"\n");
if(municion<1)
municion=6;
else
municion--;
textico.text=municion.toString();
Retardo.vida(1);
}
}
}
function collisionBalaM(event:Event):void
{
for(g=1;g<=8;g++)
{
for(var k:Number=6;k>=1;k--)
{
if (HitTest.complexHitTestObject(this["shoti"+k].det,this["obs_"+g]))
//if(shot.det.hitTestObject(this["obs_"+g]))
{
//impacto2(k,tipo);
var impact:Impact=new Impact(this["shoti"+k].x,this["shoti"+k].y,torret.rotation);
addChild(impact);
setChildIndex(impact,3);
var crater:Crater=new Crater(this["shoti"+k].x,this["shoti"+k].y,tipo);
removeEventListener(Event.ENTER_FRAME,collisionBalaM);
removeChild(this["shoti"+k]);
addChild(crater);
setChildIndex(crater,3);
this["shoti"+k].simurio=true;
}
}
}
} Clase Retardo: Código :
package clases
{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
public class Retardo
{
public static var bandera:Boolean=true;
private static var tiempo:Timer;
public static function vida(tipo:Number=2):void
{
switch(tipo)
{
case 1:
tiempo=new Timer(150,1);//intervalo ametralladora
break;
case 2:
tiempo=new Timer(3000,1);//intervalo cañon tanque
break;
}
bandera=false;
tiempo.start();
tiempo.addEventListener(TimerEvent.TIMER_COMPLETE, eliminar);
}
private static function eliminar(event:TimerEvent):void
{
bandera=true;
tiempo.removeEventListener(TimerEvent.TIMER_COMPLETE,eliminar);
}
}
} Clase Bala:Código :
package clases{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
import clases.*;
dynamic public class Bala extends MovieClip
{
public var simurio:Boolean=false;
public function Bala(posx:Number,posy:Number,rot:Number,tipo:Number=1):void
{
this.stop();
this.gotoAndStop(tipo);
this.x=posx;
this.y=posy;
if(tipo==3)//ametralladora
{
this.rotation=rot+Math.round(Math.random()*3);
mover(3);
}
else
{ //cañonaso tanke
this.rotation=rot;
mover();
}
}
private function mover(multi:Number=1)
{
var intervalo:Timer=new Timer(18/multi,60/multi-1);//20 60
//var intervalo:Timer=new Timer(500,40);//20 60
intervalo.addEventListener(TimerEvent.TIMER, moverYa);
intervalo.addEventListener(TimerEvent.TIMER_COMPLETE, eliminar);
intervalo.start();
}
private function moverYa(event:TimerEvent):void
{
var speed:Number=20;
var angle:Number = 2*Math.PI*(this.rotation/360);
var dx:Number=speed*Math.cos(angle);
var dy:Number=speed*Math.sin(angle);
this.x+=dx;
this.y+=dy;
//trace("moverYa()");
}
private function eliminar(event:TimerEvent):void
{
if(!simurio)
parent.removeChild(this);//remover la bala
removeEventListener(TimerEvent.TIMER,moverYa);
removeEventListener(TimerEvent.TIMER_COMPLETE,eliminar);
}
/*public function eliminaYa(simurio:Boolean=true):void
{
}*/
}
}Clase de colisiones (a pixel): Código :
package clases
{
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
dynamic public class HitTest
{
public static function complexHitTestObject( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 6):Boolean
{
return complexIntersectionRectangle( target1, target2, accurracy ).width != 0;
}
public static function intersectionRectangle( target1:DisplayObject, target2:DisplayObject ):Rectangle
{
// If either of the items don't have a reference to stage, then they are not in a display list
// or if a simple hitTestObject is false, they cannot be intersecting.
if( !target1.root || !target2.root || !target1.hitTestObject( target2 ) ) return new Rectangle();
// Get the bounds of each DisplayObject.
var bounds1:Rectangle = target1.getBounds( target1.root );
var bounds2:Rectangle = target2.getBounds( target2.root );
// Determine test area boundaries.
var intersection:Rectangle = new Rectangle();
intersection.x = Math.max( bounds1.x, bounds2.x );
intersection.y = Math.max( bounds1.y, bounds2.y );
intersection.width = Math.min( ( bounds1.x + bounds1.width ) - intersection.x, ( bounds2.x + bounds2.width ) - intersection.x );
intersection.height = Math.min( ( bounds1.y + bounds1.height ) - intersection.y, ( bounds2.y + bounds2.height ) - intersection.y );
return intersection;
}
public static function complexIntersectionRectangle( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Rectangle
{
if( accurracy <= 0 ) throw new Error( "ArgumentError: Error #5001: Invalid value for accurracy", 5001 );
// If a simple hitTestObject is false, they cannot be intersecting.
if( !target1.hitTestObject( target2 ) ) return new Rectangle();
var hitRectangle:Rectangle = intersectionRectangle( target1, target2 );
// If their boundaries are no interesecting, they cannot be intersecting.
if( hitRectangle.width * accurracy <1 || hitRectangle.height * accurracy <1 ) return new Rectangle();
var bitmapData:BitmapData = new BitmapData( hitRectangle.width * accurracy, hitRectangle.height * accurracy, false, 0x000000 );
// Draw the first target.
bitmapData.draw( target1, HitTest.getDrawMatrix( target1, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, -255, -255, 255 ) );
// Overlay the second target.
bitmapData.draw( target2, HitTest.getDrawMatrix( target2, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, 255, 255, 255 ), BlendMode.DIFFERENCE );
// Find the intersection.
var intersection:Rectangle = bitmapData.getColorBoundsRect( 0xFFFFFFFF,0xFF00FFFF );
bitmapData.dispose();
// Alter width and positions to compensate for accurracy
if( accurracy != 1 )
{
intersection.x /= accurracy;
intersection.y /= accurracy;
intersection.width /= accurracy;
intersection.height /= accurracy;
}
intersection.x += hitRectangle.x;
intersection.y += hitRectangle.y;
return intersection;
}
protected static function getDrawMatrix( target:DisplayObject, hitRectangle:Rectangle, accurracy:Number ):Matrix
{
var localToGlobal:Point;;
var matrix:Matrix;
var rootConcatenatedMatrix:Matrix = target.root.transform.concatenatedMatrix;
localToGlobal = target.localToGlobal( new Point( ) );
matrix = target.transform.concatenatedMatrix;
matrix.tx = localToGlobal.x - hitRectangle.x;
matrix.ty = localToGlobal.y - hitRectangle.y;
matrix.a = matrix.a / rootConcatenatedMatrix.a;
matrix.d = matrix.d / rootConcatenatedMatrix.d;
if( accurracy != 1 ) matrix.scale( accurracy, accurracy );
return matrix;
}
}
}
Pd: mi ortografia no es muy buena ahi perdonen..
