📄 hero.as
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import mx.transitions.Tween;
import mx.transitions.easing.*;
import mx.events.EventDispatcher;
class game.Hero {
//主角
private var _hero:MovieClip;
private var _life:Number;
private var _score:Number;
//运动的时间,越大越慢
public var _speed = 2;
//是否隐身
public var _hide:Boolean = true;
private var _mouse:Object;
//使用Tween来制作动画
private var _myTween1:Tween;
private var _myTween2:Tween;
private var scene_width:Number = Stage.width;
private var scene_height:Number = Stage.height;
public var addEventListener:Function;
public var removeEventListener:Function;
public var dispatchEvent:Function;
function Hero() {
_mouse = new Object();
EventDispatcher.initialize(this);
init();
}
//初始速度、分数等设置
function init() {
_speed = 2;
_score = 0;
_life = 100;
}
//返回实例
function getHero():MovieClip {
return _hero;
}
//重新设置位置
function reset() {
_hero._x = 200;
_hero._y = 150;
}
//设置生命
function setLife(n) {
_life += n;
if (_life<=0) {
_life = 0;
} else if (_life>=100) {
_life = 100;
}
dispatchEvent({type:"onLife", target:this, value:_life});
}
//设置分数
function setScore(n) {
_score += n;
if (_score<=0) {
_score = 0;
}
dispatchEvent({type:"onScore", target:this, value:_score});
}
//小鱼死亡
function die() {
_hero.removeMovieClip();
//出现死鱼的动作
}
//碰到敌人时的动作,有待改进
function touch(dirx, diry) {
_myTween1.stop();
_myTween2.stop();
_hero._x += dirx*10;
_hero._y += diry*10;
}
//道具:加生命,加大分数,变小,变大,全食,加速,减速
//得到道具以后出现的动作
function action1() {
//先移除侦听器,等动作完成后再添加佔听器
}
//从库中创建小鱼
function create(path:MovieClip, name:String, depth:Number):Void {
_hero = path.attachMovie(name, "hero", depth);
reset();
move();
}
//小鱼的移动
function move() {
var ins = this;
_mouse.onMouseDown = function() {
var obj:MovieClip = ins._hero;
var h = obj._height/2;
if (_ymouse>50+h && _ymouse<350-h) {
var f:Function = Regular.easeOut;
obj._xscale = (_xmouse>=obj._x) ? 100 : -100;
ins._myTween1 = new Tween(obj, "_x", f, obj._x, _xmouse, ins._speed, true);
ins._myTween2 = new Tween(obj, "_y", f, obj._y, _ymouse, ins._speed, true);
}
};
Mouse.addListener(_mouse);
}
}
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