flash 8的游戏制作|地图篇

研究flash 8制作mode7模式头大中.......抽空把以前的rpg引擎用flash 8改了下.
       下面先介绍下关于地图的制作(本文章适合与对tiles模式了解并对flash8有一定了解的人)
       过去制作游戏的时候,经常会为了切割地图而浪费时间.经常会为了地图过大.拖动过于耗机而烦恼.现在这一切都不成问题了.只要你掌握flash8 bitmapdata的基础运用既可.
       这次改造后的地图采用导入整张地形图的方式,由as控制切割调用后生成整个map,再由flash切割调用给适当的场景.
        效果如下(地图暂时采用随机模式,用方向键可控制地图的滚动.)

pluginspage=http://www.macromedia.com/go/getflashplayer src=/upimg/media/6/1_070607072532.swf width=400 height=300 type=application/x-shockwave-flash wmode="transparent" document.document.form1.="hight"> 

下面贴出代码:
import flash.display.BitmapData;
import flash.geom.*;
class _map {
 var timeline:MovieClip;
 var maps:Array;
 var bg:MovieClip;
 var tileBmd:BitmapData;
 var mapBmd:BitmapData;
 var bgBmd:BitmapData;
 var tileStep:Number;
 var tileCount:Number;
 var tileRect:Rectangle;
 var bgRect:Rectangle;
 var width:Number;
 var height:Number;
 var x:Number;
 var y:Number;
 function _map(timeline:MovieClip, linkId:String, maps:Array, tileStep:Number, width:Number, height:Number) {
  this.timeline = timeline;
  this.width = width;
  this.height = height;
  this.x = 0;
  this.y = 0;
  timeline._x = (Stage.width-width)/2;
  timeline._y = (Stage.height-height)/2;
  bg = timeline.createEmptyMovieClip("bg", 0);
  this.maps = maps;
  //地图tile范围
  tileRect = new Rectangle(0, 0, tileStep, tileStep);
  bgRect = new Rectangle(0, 0, width, height);
  //创建地图元素
  tileBmd = BitmapData.loadBitmap(linkId);
  this.tileStep = tileStep;
  tileCount = tileBmd.width/tileStep;
  //建立地图
  build();
 }
 function build() {
  mapBmd = new BitmapData(maps[0].length*tileStep, maps.length*tileStep, false, 0);
  for (var y = 0; y<maps.length; y++) {
   for (var x = 0; x<maps[0].length; x++) {
    attach(0, x*tileStep, y*tileStep);
    if (maps[y][x]<>0) {
     attach(maps[y][x], x*tileStep, y*tileStep);
    }
   }
  }
  bgBmd = new BitmapData(width, height, false, 0);
  bg.attachBitmap(bgBmd, 0);
  bgBmd.copyPixels(mapBmd, bgBmd.rectangle, new Point(0, 0));
 }
 function attach(id:Number, x:Number, y:Number) {
  var rect:Rectangle = tileRect.clone();
  rect.y = Math.floor(id/tileCount)*tileStep;
  rect.x = id%tileCount*tileStep;
  mapBmd.copyPixels(tileBmd, rect, new Point(x, y));
 }
 function scroll() {
  x = x<0 ? 0 : (x>(mapBmd.width-width) ? (mapBmd.width-width) : x);
  y = y<0 ? 0 : (y>(mapBmd.height-height) ? (mapBmd.height-height) : y);
  bgRect.x = x;
  bgRect.y = y;
  bgBmd.copyPixels(mapBmd, bgRect, new Point(0, 0));
 }
}

总体感觉.效率提高很大.无论画面如何放大,一样能保持流畅的滚动.
这个方法不单适用与tiles模式,如果你是整图把地形图转为map的过程省略掉即可.

posted @ 2008-10-23 10:12  Landy_di  阅读(394)  评论(0编辑  收藏  举报