MOUSE_DOWN触发每一帧,ActionScript 3

Fab*_*ani 0 actionscript-3 mouseevent

因为我是as3的新手,我想要实现一个MachineGun,在弹药时触发,触发器拉动,在我的情况下,MouseEvent.MOUSE_DOWN.

问题是此事件仅触发一次.

我得到的最接近的是MouseEvent.MOUSE_MOVE,但是当鼠标位置持续时它不能实现我的目的

编辑:

我需要每帧更新鼠标光标

Tau*_*ayi 5

MouseEvent.MOUSE_DOWN事件处理程序中,您可以创建一个侦听Event.ENTER_FRAME要调度的事件的事件侦听器.使用Event.ENTER_FRAME事件处理程序,您可以重复调用处理子弹射击的方法.以下是我在http://www.benoitfreslon.com/actionscript-throw-bullets-to-mouse-direction上的示例后建模的示例:

package 
{
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;

    [SWF(width="500", height="500", frameRate="24", backgroundColor="0xFFFFFF")]
    public class Main extends Sprite 
    {
        private var _gun:Gun;
        private var _interval:int;

        public function Main():void 
        {
            if (stage) init();
            else addEventListener(Event.ADDED_TO_STAGE, init);

        }// end function

        private function init(e:Event = null):void 
        {
            removeEventListener(Event.ADDED_TO_STAGE, init);

            _gun = new Gun();
            _gun.x = stage.stageWidth / 2 - _gun.width / 2;
            _gun.y = stage.stageHeight / 2 - _gun.height / 2;
            addChild(_gun);

            stage.addEventListener(MouseEvent.MOUSE_DOWN, onStageMouseDown);

        }// end function

        private function onStageMouseDown(e:MouseEvent):void
        {
            stage.addEventListener(Event.ENTER_FRAME, onStageEnterFrame);
            stage.addEventListener(MouseEvent.MOUSE_UP, onStageMouseUp);

        }// end function

        private function onStageEnterFrame(e:Event):void
        {
            shootBullet();

        }// end function

        private function shootBullet():void
        {
            if (_interval > 5)
            {
                var bullet:Bullet = new Bullet();
                bullet.addEventListener(Event.ENTER_FRAME, onBulletEnterFrame);
                bullet.x = _gun.x;
                bullet.y = _gun.y;
                bullet.angleRadian = Math.atan2(stage.mouseY - _gun.y, stage.mouseX - _gun.x);
                bullet.addEventListener(Event.ENTER_FRAME, onBulletEnterFrame);
                addChild(bullet);

                _interval = 0; // reset

            }// end if

            _interval++;

        }// end function

        private function onBulletEnterFrame(e:Event):void
        {
            var bullet:Bullet = Bullet(e.target);
            bullet.x += Math.cos(bullet.angleRadian) * bullet.SPEED;
            bullet.y += Math.sin(bullet.angleRadian) * bullet.SPEED;

            if ( bullet.x < 0 || bullet.x > 500 || bullet.y < 0 || bullet.y > 500)
            {
                removeChild(bullet);
                bullet.removeEventListener(Event.ENTER_FRAME, onBulletEnterFrame);

            }// end if

        }// end function

        private function onStageMouseUp(e:MouseEvent):void
        {
            stage.removeEventListener(Event.ENTER_FRAME, onStageEnterFrame);
            stage.removeEventListener(MouseEvent.MOUSE_UP, onStageMouseUp);

            _interval = 0;

        }// end function

    }// end class

}// end package

import flash.display.Sprite;

internal class Gun extends Sprite
{
    public function Gun()
    {
        graphics.beginFill(0x000000);
        graphics.drawCircle(0, 0, 10);
        graphics.endFill();

    }// end function

}// end class

internal class Bullet extends Sprite
{
    public var angleRadian:Number;
    public const SPEED:Number = 10;

    public function Bullet()
    {
        graphics.lineStyle(1, 0x000000);
        graphics.drawCircle(0, 0, 10);
        graphics.endFill();

    }// end function

}// end class
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兴趣点在于onStageEnterFrame()方法.有一个if声明检查_interval属性的值是否大于5,如果是,则创建新的子弹并射击,否则_interval属性的值会增加.该_interval物业的目的是腾出射击的子弹.

[UPDATE]

以下是运行示例Flash应用程序的图像:

在此输入图像描述

鼠标按钮被按住在右上角,因此子弹被朝那个方向射击.