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.. Gracias!